(To quickly get the context right, Newcomer here, Im on graphics and now begining with Unreal.
For now, im testing mesh import, shaders and lights before producing assets for a personal project.)
So using Maya, I made this simple cube that I imported and associated on Unreal with a pixel art Brick looking textures that I made.
- So far, if the material is only using Diffuse and Specular. everything seems to be working as expected.
-When the Normal mapl is added to the Material, the 3D effect appears on all faces, but as soon as i rotate the cube in a specific way, some faces loose the effect and are lightened like if no normal was on. (on the picture, the cubes that are surrounded in red have been rotated )
So here are my questions :
-Is it due to the mesh orientation depending to the UV’s ?
(If so, how do you do when rotating objects while modular building ? how does this works ?)
-Adding the Normal map blended all of the light effects on the Material, is it suposed to look like that ?
I hope my questions arn’t too confusing !
Thanks for your time !