They all use the same tiled texture. I should NOT be getting FOUR different shades of colors like this.
All meshes were created and exported the same way.
Looks the same with baked or dynamic.
I did read something about different threads processing the same tiled material differently.
I’ve partially figured out the problem. I have the meshes rotated all differently on the uv maps in an attempt to breakup the tiled look. If I rotate the meshes in the world the lighting/shade changes. I presume if my uv’s were all orientated the same that would solve the problem. Not sure why this is.
I had edited the original normal channels to increase the height. This evidently borked it somehow. Changing back to the original solved the issue.
I had edited the original normal channels to increase the height. This evidently borked it somehow. Changing back to the original solved the issue.