Perhaps try to export the model to glb file and test it around in different viewers - that could be useful to test if the problem is in the model or PlayCanvas rendering.
Thanks for the tip!
The threejs viewer also has the same issue, so I assume it’s more of a general WebGL-problem.
When I use glb and export the mesh’s normals AND tangents (a setting which seems to have no effect in fbx files), it works fine (screenshot from playcanvas viewer):
Here’s the glb is used along with the embedded normal map:
Now the question remains: what do I do with this knowledge? I cannot use glb in PC, can I? And besides, there has to be a better solution than re-uploading all my meshes as a different file format…
You can , it does require some workarounds and you can’t see in the Editor view which is probably not useful for you.
This is sadly not an option for my project.
As a work-around I tested .obj and .dae as well, to no avail.
What I recon is that there seems to be a difference in how glb/gltf handles exported tangents and how fbx, obj and dae do - or at least Blender’s exporter handles these formats differently.
While it is true that I hadn’t imported Basis in my shared Debug project, the artefacts doesn’t seem to be caused by the compression. Even when I use Legacy or no compression, the issue still occurs.
Flipping the G channel sadly didn’t do the trick either: