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After applying the normal map texture, the meshes in rendered view look WEIRD

Blender Asked by Miyashiro on November 20, 2021

The mesh is ported through a game. So the faces are triangles instead of quads. It comes with 4 textures. The diffuse, the normal map, the specular map and the subsurface scattering map. When I apply only the diffuse texture, it looks fine. After I apply the normal map as well, It becomes what the pics show. The back of the mesh is black. And the triangles pop out of nowhere. It happens too when it comes to the nude body. But the armor/clothes are fine.

BTW, should I apply the specular map and the subsurface scattering map as well? Since the principled shader already did so well, I try applying the specular map and it looks no different. And I don’t know where should I apply the subsurface scattering map.

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2 Answers

Please go to object properties > Uncheck custom normals. Also try to check if there´s additional Vertex groups. Sounds like you got vertex paint mapping attributes.

Answered by Pierre Schiller on November 20, 2021

Try to change tangent space to different one and see if that'll work. Its always better to apply the specular map and the subsurface scattering map if they have details in them. Try connecting subsurface map to sss color input of bsdf shader (havent used sss maps yet so cant say for sure)?

Answered by Blending in Trance on November 20, 2021

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