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.
Replies
2016 and 2017 maya.
Go into your texture node and change the color space from sRGB to Raw.
Is it a better practice to run your details along the x or y access when it comes to doing things like borders on something like a floor?
like in this: