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Hi, I had a problem while baking. Despite the fact that in Blender the directions of the normals are the same for each UV tile in Substance painter, they have a different direction.
Perhaps I am doing something wrong, maybe someone will tell you how to solve this problem.
Thank you
Hi @severusec,
A seam in the normal map doesn't mean there's a seam in the material and this is in fact the expected behavior. This is due to how the normal map works and the UV shells orientation.
The map works in a tangent space (the UVs) meaning that the blue parts (for example) will appear from down to top, regardless of the UV shells orientation. Therefore, if the shells are not all well oriented in your UV Tile, seams will be visible in the normal map, but it won't impact the look of t
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Hi @severusec,
A seam in the normal map doesn't mean there's a seam in the material and this is in fact the expected behavior. This is due to how the normal map works and the UV shells orientation.
The map works in a tangent space (the UVs) meaning that the blue parts (for example) will appear from down to top, regardless of the UV shells orientation. Therefore, if the shells are not all well oriented in your UV Tile, seams will be visible in the normal map, but it won't impact the look of the material.
Keep me updated on your issue.
Best regards,
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Thank you for your response, and I agree that overall texture is not affected other than the Thickness map I use for subsurface scattering in Blender (Inverted Thickness map).
And I thought, because of this bake of the normal map, there are gaps in the seams.
By that, I thought I was wrong to bake the normals.