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Normal map uses different UVs than diffuse texture - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-115.html) +---- Thread: Normal map uses different UVs than diffuse texture (/thread-43434.html) |
Normal map uses different UVs than diffuse texture - Fawfulthegreat64 - 03-02-2025 I know that normally separate UV layouts need to be separate meshes in submissions but I have a model here that uses a different UV map for the normal map (and the specular map). I don't even know how to combine these for a render, much less somehow make a model with a separate mesh for those maps renderable at all. This is a bizarre situation that by my understanding of how models work I wouldn't have ever anticipated. I didn't even notice it right away until i struggled to get the normal map to look right and then started noticing parts just didn't line up. I'm not sure how I'd ever package this in a way that an average user would be able to get the materials setup properly. And here I was asking a question about the submission itself before i noticed this issue. ![]() ![]() RE: Normal map uses different UVs than diffuse texture - Sir Teatei Moonlight - 03-03-2025 Given (my understanding of) the current submission rules, you'll have to submit them as separate meshes anyway, and just hope the user is using a program that is capable of turning them into one mesh with multiple UV layers. (Spelling out the situation in a README file may be a good idea.) For making your own render, I know it's pretty simple in Blender: in the nodes window, plug the corresponding UV Map node into the matching Image Texture node. Dunno how other programs would do it but there ought to be a way. |