Why does applying a material decimate my mesh?

Hey there @ADHDeveloper! How does this regularly look? Materials can house normal maps (fakes depth very convincingly) or world position offsets (which offset the vertexes), does the issue occur when a default material (with only base color) is applied?

it normally appears this way.


Weirdly enough its just a glass shader covering that small box at the top and that’s it. When I apply another shader that’s just its textured version normal maps shouldn’t change the shape at all.

Found it. I had to right click the mesh in the asset browser and disable nanite as it was screwing with the mesh since nanite doesn’t support an opacity channel.

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