How do I normal map splines?

How do I normal map splines?

themeganmo
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How do I normal map splines?

themeganmo
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Hey everyone. Just as a preface, I'm a student learning 3d modeling so I don't know too much about it yet.

 

Recently, I discovered the wonders of normal maps and modeled this warehouse to test it out:

https://i.gyazo.com/8bee1c68e47f1e4038d63c3408495d96.pnghttps://i.gyazo.com/8bee1c68e47f1e4038d63c3408495d96.png

 

The body of the building I made out of a line spline which in hindsight might have been a bad idea, but I digress. Anyhow, when it came to normal mapping, I started with the door and the roofs which were standard primitives and it worked pretty easily. When it came to normal mapping the main body, however, instead of working, it turned pitch black. I suspect this might be an issue with the fact that it's a spline and not a standard primitive but I don't know how to fix it.

 

https://i.gyazo.com/cf477feb8f1b311fdf7b9ff6e6e79bc0.pnghttps://i.gyazo.com/cf477feb8f1b311fdf7b9ff6e6e79bc0.png

Realistic material with maps is enabled and the same texture worked on a standard primitive box so it's not either of those issues.

 

Any ideas on what I can do?

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10DSpace
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@themeganmo 

 

The standard primitives generate UV mapping coordinates by default which is why they are mapping OK.  The Line / Warehouse which you have converted to an Editable poly has no UVW Mapping coordinates and so no bitmap will show up correctly on it.  To give it UV Mapping coordinates you can either apply a UVW Map modifier to it and select Box mapping for example or apply an Unwrap UVW modiifer to unwrap the polygons of the house and give you more precise control over mapping the different areas.  

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