I have an issue with my UV seams. It looks like they affect the vertex normals as well and I don't know how to clean this.

UV split, correct unwrapping Here is how it looks with the seam :

UV welded, UV streched :'( And here is the result when welded:

EDIT Here is a scene and some textures to support the question:


In this scene, there are two objects that are lit differently (the only difference is the UV unwrap) and I don't understand why. I mean, it appears the visible seam comes from the lighting not the textures

enter image description here

Thank you for your help.

  • $\begingroup$ it's not clear what's happening and you're trying to do, maybe show more screenshots, share your file, etc... $\endgroup$ – moonboots Nov 13 '19 at 10:30
  • $\begingroup$ I created a simple scene, you can download it from here: we.tl/t-AdHcLFR8vP There are two objects; the UV unwrap is the only difference; shading doen't look the same and I don't understand why :( $\endgroup$ – FBodet Nov 13 '19 at 11:07
  • 1
    $\begingroup$ Maybe that's due to mirrored UV islands. Mirroring somehow screws up tangents and normals switch orientation. In your case select desired UV island and go UV->Mirror->Y or X $\endgroup$ – Serge L Nov 13 '19 at 11:47
  • $\begingroup$ It looks like Serge has given the right answer, if you go in the UV Editor, select the face with the problem and press S X -1, it will flip the face and the problem will disappear $\endgroup$ – moonboots Nov 13 '19 at 11:54
  • $\begingroup$ I see. Is there a way to select or show mirrored UV island then ? I see a selection for flipped islands but not mirrored :/ $\endgroup$ – FBodet Nov 13 '19 at 12:06

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