Alles anzeigenI have had such an effect a few times when the normal map hit a snag during export and ended up in the editor corrupted. You likely know this effect when You export a texture file while the model receiving it is open in the model editor with the auto reload function active: sometimes, the model ends up all black or with otherwise bugged up textures.
If Your normal map was saved under a wrong subformat, it would likely cause a crash of the model editor, so this is likely not the case here.
Do try the following:
- Check to see if the .mtl calls for the right normal map in the correct directory.
- Then, either close the model editor, load a model NOT using the normal map or disable "Auto Update". All of these actions will take the model editor out of the equation here.
- And this done, re-export the normal map from Your picture editor.
Now open Your model again in the model editor. It may well be that it now looks much better.
I have unfortunately exported it multiple times in both .tga and .dds formats however it is not fixing the issue. Would the way you export it from blender be an issue? Are you supposed to just straight export as .fbx or do you need to export as .obj first and then reimport and then export that as .fbx?
This is what it looks like in blender, with the colour space set to sRGB:
As you can see the pattern of distorted shading is exactly the same as it is in the model editor. However I can just set the colour space to non colour and it fixes but there is nothing I can do in the model editor. Is it more likely that this is a blender issue do you think?