I'm having some trouble with a material.
While my project was created with an OpenGL normal map format, the export setting I used in Substance Painter was a DirectX-centric template. I've since made several manual edits to my texture maps in Photoshop. I've fixed this by inverting the green channel on the normal map using an RGB curve node in Blender.
Unfortunately, the problem persists. The model appears to have a certain shininess to it. This is only apparent in Blender, and not Substance Painter or Sketchfab.
I've tried changing the normal map node from tangent space to object space, but that only seemed to have amplified the issue.
Does anyone know what's causing this? Thanks in advance!
Update: This doesn't appear to be an issue with the normal map, as it still happens even without anything plugged into the "Normal" part of the Principled BSDF node.
When I switch over to Cycles and change to rendered view, it works as it should, albeit appearing a bit more sharp.