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Normal map green channel oddity

polycounter lvl 13
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16bit polycounter lvl 13
When I rendered out this simple normal map of a twisted cord my green channel looks weird.

bomb.png

Standard_N.jpg

As you can see at the top, the green channel is only screwing up (Or is it?) on the fuse. The green channel looks just like the red channel only a little stronger. This happens no matter how I rotate the UVs.

I have never ran into a problem like this. I have reset xforms, Recreated the low poly geometry, and recreated the uv maps.

Maybe its the high poly model that is doing it?

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