//This is going to be a very long expo of retracing my steps to give you as much information as possable
So... I've modelled my character, uv mapped it, made some textures in photoshop. Everything is ready:
The head and the body have seperate textures and geometry, but when I combined the geometry and merged verts it looked fine.
//Note that I made all the textures, UVs and then combined
//Human_Skin & Human_Face are the two textures on one geometry
Now I have this problem where if I duplicate this geo and give it a default lambert texure I get this.
//This promblem only exists in the veiwport, but still really bugs me.
I looked online and people were talking about nodes or edits to the lambert1 this is mine.
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-If there is anything unormal you can spot out and let me know about please post on this thread.
Solved! Go to Solution.
That bright green means your mesh has some kind of shading group issue.
I'd assign her a basic material, to give her back a single shading group, and then reconnect your maps.
The other option is to assign that material to a sphere first, sometimes that fixes the shading group issue.
Thanks for the help, unfortunatly I don't believe this is the answer though.
- I messed around with the node editor a little more and disscovered that this is deffenitly an issue from swithing from arnold standered surface to lambert.
My SS has many tweaked settings like SSS, sheen and coat that lambert donest have. As well as files like bump maps, specular maps and of course diffusion maps.
It's my belief lambert is hinting that it just can't recreate the texture by going green.
So I will just be using aSS instead. ^_^ Thanks.
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