Want to create skin details, but normals go crazy
I have a human model that UV unwrapped and uses a UDIM system. Nomal painting works absolutely fine. The issue arises when I tried (perhaps in a less than ideal workflow) to add skin details like pores usng perlin noise.
The steps I took:
1. Created a fill layer with only the normal channel activated.
2. Added a white mask and added a 3D perlin noise fractal to the normal slot.
3. Model now suddenly has weird coloration and lighting that is different between UV islands.
I baked mesh maps within substance before starting the paint process, and I'm working in DirectX for Unreal engine support. I've attached a short clip that shows everything. (If embed isn't showing, here's the link -https://youtu.be/QlelVoUfdxY)
Maybe I'm doing something wrong. All I really want to do is add skin details. I'd appreaciate any feedback on this matter. Thanks!
