I’m having this trouble while trying to use tangent normal maps on the latest release of blender 2.5, I dont know if it is a bug or if Im losing something.
Right, I finished my model applied the mirror and did the UV unwrapping. Duplicated the low poly model, put a multires modifier, did the sculpting and baked the tangent normal map. Nothing special here.
The issue comes when Im trying to use the baked img on the lowpoly model. I do everything just like im used to on erlier versions: aplly the tex on the UV map marking the option that says that it’s a tangent normal map and set the influence to the normal and make the value of 1. The render result isnt quite what i expected, the material is all black like it was receiving no light at all. I’ve tried playing with some options on the materials pallete but no results here is a img that shows the render result:
All right, so I opened the .blend on 2.49, rendered it and it worked just fine, just like i wanted. At this point I could say that it was somethig not done yet by the developers of 2.5, but things just got stranger.
I saved the 2.49 version on a diferent file, and when I render it on my build of 2.5 it works just fine!!! Here is a reference.
So what im trying is to find some diferent setting on the original file and the one saved from 2.49, but i cant find anything!!!
So, has someone had a similar problem, any suggestions???