Normal map creates seams I made this simple model of a ring in blender then textured it in substance painter.
And I am having an issue when I use the normal map, making the seams very obvious.
Any way to fix this?



Here is the blender project with the texture if necessary
As Sazerac mentioned, you need to set your Normal Map image to non-color space. In keeping with this, however, I would also suggest using a Math Node set to subtract instead of an Invert node (for DX to OpenGL conversion, I assume?), just to make sure things stay in non-color space, and there are no unnecessary back-and-forth conversions (as a matter of good practice). Your Roughness and Metallic maps should also be set to non-color, however, because you are using the same image for your Roughness and BaseColor, I have adapted the graph with a RGB to BW node going into the Roughness (because changing the color space of one of the images changes both, and setting both to non-color would make the BaseColor look &quot;washed out&quot;).