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When I am displaying my mesh with solid shading in the viewport it looks wrong:

enter image description here

It has some weird blue overlay when it should have colors that look more similar to the ones I have in "texture" viewport shading mode:

enter image description here

Any idea where I'm going wrong? I can upload the file if necessary. This is my file

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  • $\begingroup$ Is perhaps the normal map wrongly influencing the material color? $\endgroup$ – Duarte Farrajota Ramos Oct 20 '17 at 18:23
  • $\begingroup$ Hmm, I was wondering about that. I made sure that "Color" is unchecked in the textures tab under "Influence" for the normal map. Is there something other way the normal map might influence color? I've edited the post to include a link to my file if you need it. $\endgroup$ – Tyler Oct 20 '17 at 18:32
  • $\begingroup$ You didn't pack your images, it is impossible to diagnose texture related issues. You have a slightly bluish specular color, could that be it? $\endgroup$ – Duarte Farrajota Ramos Oct 20 '17 at 18:36
  • $\begingroup$ My mistake, I updated the link with my images packed. I checked the specular hue and that was not causing the issue. $\endgroup$ – Tyler Oct 20 '17 at 18:55
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I don't really know what is causing it, probably a visual glitch.

Whatever it is, its produced by a vertex color layer named "Col" your object has, removing it makes it display properly.

It is only present in Multitexture viewport shading mode, if you switch to GLSL the blue tint is gone.

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