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Normal map uses different UVs than diffuse texture
#1
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.

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#2
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.
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