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Tiled Normal Maps and rotated uv's.

polycounter lvl 19
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dur23 polycounter lvl 19
So i always thought this was a doable thing? It looks like the tangents go a little nuts when i rotate my uv's even though it's a flat plane? 



I could understand if the grooves weren't lining up. and the bump was off there, but the whole polygon shading has be a little baffled. 



I think i've tried everything, left handed, right handed vertex normal method changed to unweighted. All hard edges and All soft edges. 

These are being tested in unity and maya 2016 simultaneously with the exact same results. 

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