I’m wanting to make this darker object on top of the other ones less shiny. Does anyone know why it becomes dark and shiny? I am new to baking normals and such so any advice or possible fixes would help. Thank you for reading!
- I have double sided enabled (i imported a plane)
-It is a surface appearance
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Hey!
If the normals are the same as the repetitive pattern you have in the bottom of the image, then i’d say your bake looks fine.
To fix the shininess, you could try adding a custom roughness map to the Surface Appearance. I am also not sure how much of it is due to the sunlight bleeding through. You can try to fix that by adding a part on above of the ceiling to block the light coming from the sky.
You also shouldn’t need to turn on double sided to see the ceiling from this angle, I don’t think that affects the lighting but it could. Unless you’d want it to be visible from both sides, you could rotate the plane to face the right way instead. I hope this helps!
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thank you so much! i will try the sunlight bleeding thing you suggested 
It looks like the light is just bleeding through the mesh cause its just a thin plane. Maybe try putting a large part above it to block the light.
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i figured it out! it was just the way that my part looked without any light directly hitting it. i simply had to have some interior lighting for it to appear like the other parts being hit with sunlight! i added some surface lights and they behave/look as intended. thank you for your insight on the sunlight, it helped me figure this out!! : D ( you can see this working here with the lights hitting the ceiling vs some ceiling with no lights)
that was probably it! but i fixed it with a different approach + a new workspace as you can see how i replied to @minetourist 
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i guess that normalmaps NEED some light on them to work, that is interesting to me
I am brand new to working with my own normalmaps so this was a valuable moment for me. thank you guys!
Glad you fixed it! Yes normal maps will need a light source because the texture only contains information on how to simulate the effects based on the lighting around it.
As far as I know, only future lighting will support a point light to simulate the normal details. Shadowmap lighting only works based on the sunlight of the scene, not with extra light sources, which can be annoying for interiors.
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