>>2873247>Do the spots move across the skin if you rotate the camera Yes
>or change the direction of main light? No
>it might be an overstretched UV map (ruled out by the bottom of your screenshot), Maybe, maybe not... that section is a weird part of the model because it's small strip of tris using the "front body" texture, and another small strip of tris using the "back body" texture, with very different UV mapping.
Certainly making the UV map larger makes the spots smaller, but doesn't eliminate them.
Another interesting point, if I turn off "ray.x" in the accessory panel, there are a lot of similar spots in most parts of the model. So that suggests that these spots are supposed to be filled in by something ray.x does, but they get missed somehow? Weirdness continues.
>or a flipped face (2-side or actual double-layered body—how many vertices get stored in F7 if you select a single perceived vertex with box selection?), It's not a 2-side material and the texture is on the right side, so I guess it's not flipped. There are two vertices along the line of different UV maps and elsewhere a single vertex.
>or normals if you only checked the UV mode (the bottom) instead of normals.I checked that with normals enabled, the white lines point outward in the right direction everywhere, is that sufficient?
>In any case, you have a solution/workaround now.Well, it means the material loses all its bump maps and such and looks flat. I'd really not call that a workaround... although moving the camera is but I have to move it pretty far because new spots keep appearing when the other ones have moved away.