Hi,
Has there been a way to remove this from normal map? I can’t figure out the reason. Is this related to the direction of normal? If someone can tell me why this happened and how can I fix or reduce this, it’s will be great help.
Hi,
Can you provide some more information?
Hi there,
Thank you for your response. Added 3 images, hope it will work.
Hmmm, what exactly you trying to remove from normal map?
Have you tried to enable Auto Smooth and Normals Auto Smooth?
Yes.
Is this happening because of the mismatching direction of islands on UV map?
Can you please share your blend file? I’ll look into that
Have you tried also to recalculate the normals?
And what Blender’s version are you using?
If there is UV seam and those islands are rotated relatively to each other, then its completly normal and expected to have different colors on normal map.
This does not look like just some seam problem, but wrong color space, or flippedY (OpenGL vs DirectX Y direction in green channel)
Hi there,
Yes, there is a UV seam. So it’s completely normal when islands are rotating relatively each other?
tangent normal maps are relative to UV rotation, so yes, its normal
Thank you for your response.