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Vertex Normal Shading error using Pie modeling/texture

polycounter lvl 3
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Whiskcat polycounter lvl 3
I am at a lost here, I am texturing a floor medallion using a 45 degree slice that is duplicated around its pivot to create the medallion. The issue is the normal map, each slice shades differently. I need it to shade all the same, after combining all the slices and welding vertices, soften/harden edges.

Any ideas how to fix this? It has something to do with vertex normals and the normal map. Attached is a screenshot showing the pie with different shadings and the UV's. I used a simple normal map (plain 128 128 255, nothing else) to show whats going on.

Is it a maya setting or render issue? If I use an object space normal that fixes the shading because it ignores vertex normals but I need to use tangent space normals for this game model. Thank you!


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