Unsolved Wheel Normal maps

Discussion in 'Mod Support' started by GDUB, Jan 29, 2018.

  1. GDUB

    GDUB
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    Jul 3, 2017
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    Hi,
    I've been trying to add my own wheels and I keep running into this problem no matter what I do.
    I get the 3d model, I bake the normals for it, do a specular and a diffuse map and when all is said and done, the wheel will change lighting at every 180 degree turn. Turns dark, then turns light, then dark again and so on.
    upload_2018-1-29_19-9-3.png
    upload_2018-1-29_19-9-24.png
    I kept reading up on normal maps and so I would kind of understand that if my light was at an angle when baking my normal the wheel could legitimately do that. I work in Blender and I moved my light at 0 angle "track to constraint" facing the rim. I also rotated the rim so that I would bake from above on the z axle. It still kept doing the same, when done. (and yes I restarted the game and cleared the cache each time). Then I tried baking with the light at 0, 0, 0 coordinates, and it didn't make any difference to the normals. Then I tried to select the right side of the normal map and copied and flipped on to the other side. But it was doing the same flashing thing, which I don't understand. How is that possible, if the normal is completely symmetrical? So then I did something else. I baked a normal for 1 spoke only and radially copied it 5 times at 72 degree angles offset in GIMP. Then I added that normal map and it kept doing the same flashing thing at every 180 degree turn, which utterly and completely baffles me. How do I bake a normal map that is radially symmetrical?
     
  2. GDUB

    GDUB
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    These are my diffuse, specular and normal maps
     

    Attached Files:

  3. fufsgfen

    fufsgfen
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    In your materials.cs do you have [0], [1] or more?

    What is going on looks like similar to what I had and solution was to remove lines so that there was only [0] for textures, however I don't understand materials.cs quite well and you probably know about such better, just a thought that occured if you haven't tested changing materials.cs on that part yet.
     
  4. GDUB

    GDUB
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    I used the original materials.cs in the sense, that I had the first layer( with index [0]) with the freshly baked normal map and null.dds and null.dds respectively for specular and diffuse( I think this in practice gives the reflective metal effect on surfaces) then for second layer I had normal, specular, and diffuse. I'll give your method a try anyway. It can't make things any worse.
     
  5. fufsgfen

    fufsgfen
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