Hi! This is my first post, so I’m only assuming this is the right spot. It’s also my first “real” 3D model, and my first time using Unity, so I’m really guessing my way through things!
I’m having problems with there being a sharp difference in lighting right along the seam of the UV mesh. And since it only shows up if I use a shader with bump mapping, I fear it’s a problem with my normal map. But, I can’t see what it is. So I’ve included a picture of the problem, my UV texture, and my normal map (Badly made with a photoshop plugin) in the hopes that someone more skilled will see my problem. Any help, please?
That doesn’t look like a normal map to me, how did you make it? (normal maps use the RGB values to indicate the normal direction in each axis)
If you’re not sure what you’re doing, you can always create a height map (a grey scale ‘bump map’) and let Unity convert it into a normal map for you (its one of the texture settings) which might give more pleasing results.
Thanks all of you for the help! Apparently using a Photoshop plugin to turn the texture into a normal map was a bad idea (I didn’t think it’d work well in the first place, but didn’t know it’d make a seam like that!) So I poked around until I found the option to bake a normal map in Blender, and managed to fix it. Thank you!