I’ve been having a problem with seams on the normalmap.
I tried flipping the green channel, the red channel, the red and the green channel.
I tried painting over the seams in zbrush.
I changed the reading to linier rgb.
Even if I use a plane normalmap with one color the problem is still there.
The normal are all smoothed and pointing the right way, there are no double faces.
If I disconnect the normalmap completely the seams disappear, so there’s no problem with the texturemaps.
In the viewport with the normalmap on I can’t see any seams.
I’ve tried deleting history.
I’ve made a new bumpnode.
I made new lights and changed the shadow settings.
I’ve tried new normalmaps from zbrush, xnormals, mudbox. But the problem is still there.
The uv shells have enough room between them.
…
After much debate I decided that I maybe could fix the problem in post. But after finding more strange seams in the normalmap, fixing it in post would not be an option.
Fourth day with same problem, I found the source of the problem. The vertices are not pointing in the right direction along the uv seams. This makes the computer think that the faces have another angle than they actually do. So I tried some different things with set vertex normal, set to face, average normal, unlock normal until I saw that the vertex normal had a better direction from the vertices. Then I exported the new obj into mudbox with the highpoly. Then when I baked the normalmap I unlabeled the smooth uv options. And voila! Working normalmap.
