I've been just starting blender these days .

I got my normal map from texture map through baking process and when I use that normal map , there are some kinds of borders between uv islands (seems like it has different brightness ..)

I searched for this problem but still I'm not sure what is the main reason causing this problem

enter image description here

So this is the result which I've got

And this is a normal map enter image description here I just assume that process which I get normal map from texture map made some problems ..

If this is a duplicated quistion , sorry then .

and thanks in advance

Just let me know if .blend file is needed

  • $\begingroup$ For Cycles: Make sure you're using the Normal Map Node correctly, and that the normal map image is set to Non-Color Data. $\endgroup$
    – Mentalist
    Sep 14, 2017 at 13:03
  • $\begingroup$ I already set that but it still can't fix my problem ;( $\endgroup$
    – wisehuh
    Sep 14, 2017 at 15:18
  • $\begingroup$ Was the normal map baked in tangent space? And is it now being mapped in tangent space? Those settings need to match up, otherwise you will get shading problems at the seams. $\endgroup$
    – Mentalist
    Sep 14, 2017 at 15:59
  • $\begingroup$ I baked in tanget space and it 's also mapped in tangent space .. I may guess something wrong in my uv map . Anyway I changed tangent space to object space when baking, and it seems like the problem is solved . However still don't know exactly what the problem is. My baking process is this - 1) import texture map to a plane and subdivide it , 2) add decimation modifier and subdivision surface modifier 3) add new plane and bake normal map from previous plane to new plane . Any problems during this process?? $\endgroup$
    – wisehuh
    Sep 15, 2017 at 5:32
  • $\begingroup$ Some more info that might help: blender.stackexchange.com/questions/59107/… $\endgroup$
    – Mentalist
    Sep 16, 2017 at 1:48


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