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Many questions have been asked about this, and I tried all their answers, and nothing for me has gotten rid of this error.

I've been following this video for the skin shader.

I baked a normals map for my retopology character. I made tons of textures, and shaders, and now that I'm ready to render in Cycles, an inverted-like shade has become visible at the seams, like an inverted checkered board.

enter image description here

It still shows in the final render as well, and Flat/Smooth shading won't change anything either.

enter image description here

How is this issue caused, and how do I fix it?

EDIT:

A view of the normal map as a texture, without any normal map displacement.

enter image description here

EDIT 2:

Here are a few more textures to reference from.

EDIT 3: I changed the Normal Map Node's Tangent Space to Object and World, as well as the others, and it fixed the odd shading, but it left lines where the seams are. As well as the lines, it completely messed up my normal and displacement maps on the front. The best overall look (except these awful shading lines/boxes) is the Tangent Space.

EDIT 4: Normal maps/settings Old, as in the one used in all other pictures, new as in just out of the oven.

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  • $\begingroup$ Do you have splits in your geometry at those seams? $\endgroup$ – Brenticus Dec 27 '17 at 21:07
  • $\begingroup$ Splits? No, all vertices are merged together except the eye sockets (Not visible at this angle, and not a problem) and the bottom of the neck. $\endgroup$ – Akados Dec 27 '17 at 21:24
  • $\begingroup$ Looks like the image map is not tiled to match the seems. check to see that the image edges match up. $\endgroup$ – Othoap Proto Dec 27 '17 at 21:36
  • $\begingroup$ Added an image. The normal map as a texture appears fine. $\endgroup$ – Akados Dec 27 '17 at 21:42
  • $\begingroup$ clean/delete the seam with in the UV editor under options tab $\endgroup$ – Othoap Proto Dec 27 '17 at 21:50

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