Hi,
When i plug a normal map into my arch & design material some faces getting darker then others making them stand out as polygons.
In the opposite corner the same thing happens but it is barely visible. When i turn down the value of the normal map the problem get's less. The picture above is taken with a soft normal map outputting at 100% in 3D MAX 2012.
My uv's are overlapping, basically the bottem/bigger part shares the same texture space as the bottom of the upper part. I am using a daylight system with a MR sun and MR sky.
-edit-
I have made the normal map a lot harder and took a screenshot from the viewport. This is with a 3D max standard material setup without a diffuse texture. I'm really hoping for an answer since last time i fiddled with normal map the same happened and made me run away from it.
Replies
Is there any other way to see when a face is flipped, perhaps in the UV editor?