I’m having a problem tuning in the normal map value on a texture. I want a subtle effect and would like to tune it in, but anything over .003 looks like a raisin.
Some more info in case it has to do with world scale:
I am working in metric.
I am working on a robot that is 2 meters tall.
I am working on texturing some of the smaller parts (about 3 centimeters or so big), but it doesn’t seem to matter which piece it’s on. Even the large pieces get ‘over’ normaled.
I can’t imagine that it’s really supposed to be so sensitive to adjust, but I can’t figure out what I’m doing wrong.
If anyone has any help off the top of their head, I’d appreciate it. I’ll try to get a blend file uploaded tonight in case that might help.
I have done that already. The objects are scaled to 1.
My modeling process may be at fault though:
Create a box
Scale it to the approximate desired size
Enter edit mode and model object
Exit edit mode
Apply scale
While looking around it seems that how I think of scale may be at odds with how Blender works with scale in and out of edit mode.
If this is the case, how can I fix what I’ve done now that I don’t have a record of what the original scales were?
Oh, I should note that I’m currently trying to get generated textures to work on these items rather than UV mapped texture maps. I didn’t think that should make much of a difference as they only go from black to white anyway, but I could be wrong on that, too.
I had to strip almost everything out of it to make it small enough for upload and the resulting render looks awful. I’m not sure what’s happening as I can’t figure out what bits are causing it. Fortunately, the piece in question doesn’t use any texture maps, but instead uses a generated musgrave.
The image shows the normal set to approximately .2. It’s of an arm bracket. I’m hoping to use a normal map to make it look as if it were cast metal with a coat of paint, but finding it very difficult to get values that are easy to adjust.