• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 Problems with normal map [SOLVED]

Messages
15
Country
russia
Hello All!
I'm trying to port my scenery from x-plane, and cannot understand what is wrong with 3ds max models. I've made simple box with pbr texture (normal map is directX), it has separate smoothing group for every poly, but in msfs it looks like they are smooth and model has bright edges on shadowed side:
Screenshot_3.png


Another problem with normal map. Somehow it has wrong surface lighting - it becomes dark under sun light:

Screenshot_1.png


Can someone look at my model and say what is wrong?
 
I have the same problem and I do not understand why because the normals are perpendicular to the surface.
I hope that someone could help us.
 
Hello...

Do the normal maps in question have an alpha channel? If so, jt needs to be removed.

If this isn't the case, how and where was the normal map created? Was it in the DirectX form of? or OpenGL?
 
Back
Top