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Normal Maps.....


Canforce05

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No. If you have the standard 'bump/normal' map with its magenta/blueish look you should be set . Put that map in the normal slot of your bundledmesh material and have your colormap as usual in texture slot 1.

The weapon all black probably is related to texture coordinates outside the first tile ( uvmaps for bundledmeshes are limited to the 0.0-1.0 range on the map )

Add an Unwrap UVW modifier to your weapon and drag the whole shebang onto the first tile in the uv edit window.

Texture tiling ( often used on staticmeshes ) is not allowed for bundledmeshes.

Edited by mschoeldgen[Xww2]
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No. If you have the standard 'bump/normal' map with its magenta/blueish look you should be set . Put that map in the normal slot of your bundledmesh material and have your colormap as usual in texture slot 1.

The weapon all black probably is related to texture coordinates outside the first tile ( uvmaps for bundledmeshes are limited to the 0.0-1.0 range on the map )

Add an Unwrap UVW modifier to your weapon and drag the whole shebang onto the first tile in the uv edit window.

Texture tiling ( often used on staticmeshes ) is not allowed for bundledmeshes.

Thanks for the info mschoeldgen ,really helped it looks fine now

so there is no channels to flip in the normal map?

55131164.th.jpg

Edited by Canforce05
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