UPDATE: The issue is solved! For a basic explanation, see my latest message posted below.
Greetings, Paradox community. Newcomer here.
I've been making an original apartment building to import in Skylines (3Dmax for meshes and UVW coordinates, PS for textures and maps) and so far the workflow has been good. Until I noticed my normal maps weren't really working in the game engine.
I was wondering how many other people have encountered troubles like this with their normal mapping, so I've come here to see what I can find.
I took some screenshots to illustrate the specific issue, because I think the images will better explain what's going on, rather than me expanding only with words about an issue so strange.
First off, my building. This is where I noticed the missing "bump" effect of the stoney areas on its sides. Marked those with red in the screenshot.
All the stoney tiles should be showing the same bumpy effect as is visible on the inner top portion, marked green. And I assure you, the normal map is covering with bumpiness every portion of the tiled texture.
Notice the light-source angle on both parts, bugged and functioning, is exactly the same. So both should be showing the normal maps' rugged surface.
So, having seen that, and finding myself super confused as of what was going on, I decided to go back to the start and make some tests.
For this I used a totally basic gray cube, normal-mapped with a basic segmented sphere (with the color axis aligned to those I find working on Skylines environment, going by experience) printed on every surface. The result was positive on the "roof" face, but as you'll see... the "bump effect" on each side was showing very broken.
Notice the sides are showing practically featureless, beyond the broken bits of their top portion. Very strange... And I repeat, all sides were mapped around the same normal map, same area. A basic segmented sphere.
Another sample from the test:
The maps are all saved in PNG format, 8-bits. Diffuse, alpha, specular, have all worked correctly in my building import. The normal map turns to be the odd one.
So... does anybody have any idea what's going on? I would super appreciate if someone from CO reads this, too. :')
BTW. You guys, and Paradox crew, are awesome. Thank you for bringing citybuilders back to (a decent) life!
Greetings, Paradox community. Newcomer here.
I've been making an original apartment building to import in Skylines (3Dmax for meshes and UVW coordinates, PS for textures and maps) and so far the workflow has been good. Until I noticed my normal maps weren't really working in the game engine.
I was wondering how many other people have encountered troubles like this with their normal mapping, so I've come here to see what I can find.
I took some screenshots to illustrate the specific issue, because I think the images will better explain what's going on, rather than me expanding only with words about an issue so strange.
First off, my building. This is where I noticed the missing "bump" effect of the stoney areas on its sides. Marked those with red in the screenshot.
All the stoney tiles should be showing the same bumpy effect as is visible on the inner top portion, marked green. And I assure you, the normal map is covering with bumpiness every portion of the tiled texture.

Notice the light-source angle on both parts, bugged and functioning, is exactly the same. So both should be showing the normal maps' rugged surface.
So, having seen that, and finding myself super confused as of what was going on, I decided to go back to the start and make some tests.
For this I used a totally basic gray cube, normal-mapped with a basic segmented sphere (with the color axis aligned to those I find working on Skylines environment, going by experience) printed on every surface. The result was positive on the "roof" face, but as you'll see... the "bump effect" on each side was showing very broken.

Notice the sides are showing practically featureless, beyond the broken bits of their top portion. Very strange... And I repeat, all sides were mapped around the same normal map, same area. A basic segmented sphere.
Another sample from the test:

The maps are all saved in PNG format, 8-bits. Diffuse, alpha, specular, have all worked correctly in my building import. The normal map turns to be the odd one.
So... does anybody have any idea what's going on? I would super appreciate if someone from CO reads this, too. :')
BTW. You guys, and Paradox crew, are awesome. Thank you for bringing citybuilders back to (a decent) life!
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