# Normal map causes reverted normals and dark seams

**URL:** <https://forums.unrealengine.com/t/normal-map-causes-reverted-normals-and-dark-seams/476944>\
**Category:** Rendering\
**Tags:** normal-map, edges, uv, Raytracing, unreal-engine, question\
**Created:** [January 8, 2021, 4:48am UTC](https://forums.unrealengine.com/t/normal-map-causes-reverted-normals-and-dark-seams/476944 "2021-01-08T04:48:40Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_7968cdad1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7968cdad1](https://forums.unrealengine.com/u/anonymous_user_7968cdad1)\
**Post date:** [January 8, 2021, 4:48am UTC](https://forums.unrealengine.com/t/normal-map-causes-reverted-normals-and-dark-seams/476944/1 "2021-01-08T04:48:40Z")

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Hi

I am trying to apply a normal map to a model that has uniformly created single island uv set. The normal map is saved as 8 bit with green channel flipped.

I set it to normal map (dtx5), disable Srgb. I also tried flipping the green channel again. None of those helped.

This is an instance material and the other instances of the material has no such issues with normal maps. So this must be something to do with the object or the normal map.

Any recommendations for how to fix it?

Btw I am using Raytracing on Windows 10

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/5/5/d55f6ce26598561f653e36710228aae8d45713bd.png)

 ![326603-blender-ov3tjawzbm.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/2/2/1225a8c1b7427e2ff9775946f220da89165656d3.jpeg)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_7968cdad1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7968cdad1](https://forums.unrealengine.com/u/anonymous_user_7968cdad1)\
**Post date:** [January 8, 2021, 6:48am UTC](https://forums.unrealengine.com/t/normal-map-causes-reverted-normals-and-dark-seams/476944/2 "2021-01-08T06:48:14Z")

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I figured it out. For the reference, make sure your normal maps are truly 8bit. Appearantly Blender was creating a 16bit normal map.
