So basically I've started making a level in source and im getting all sorts of weird shading on my static meshes. These props are really simple, have only 2 textures, (normals and diffuse), and the collisions are just boxes. I suspect that it has something to do with the normal map, but I'm not sure. The last image here basically shows what the props look like in the hammer editor.
Thanks in advance!
Replies
Any change of seeing a wireframe?
I have a question... Are there faces on the top and bottom of this mesh? If yes, then you could probably delete those.
It would also help to show us your maps
If the texture being applied was created from a single plan surface, the mesh normals would need to match that to sync correctly.
(Because a plane is perpendicular to it's facing direction, each face you have on this piece would be smoothed at a bias of 90 degrees to sync back to recreate the plane normals that the normal map was baked from.)
Here's the normal map:
To return to the possibility that there may be unwelded verts? Revisit the mesh. If it's not that, then it might be the lightmap. Does source need lightmapped models? If you have a lightmap UVs, make sure there's enough spacing.
If nothing else, and yes they may become tedious, but I would rebake the normals of the model set with 90 degree smoothing.
I can't promise any of these solutions with solve it. This is generally what I do if there is a problem though. And I'll abuse this until it get's handled.