Combining normal maps with different UV's

Hello all. So I’ve been trying to wrap my head around modular workflows and am having lots of trouble, mainly with texturing. Issue being adding another normal with the materials I already have. I’ve tried the methods people have mentioned on here with no luck (BlendAngleCorrectedNormals node) but I think because I’m already lerping 2 normal maps it’s not working? UV channel 0 has overlapping uv’s so the plan was to bake out a normal and ao map with non overlapping uvs and blend that, but because theres 2 materials assigned to the mesh I’m even more confused. I’ve tried blending the normals on both materials with no luck, while also using a texture coordinate node with the proper uv channel selected. Hoping someone can enlighten me :slight_smile: Thanks for reading! And apologies if this is worded horribly or doesn’t make sense, I’m so lost with this lol.

The goal is to use a normal and ao for the entire mesh in addition to the normal maps that go with the other materials on separate parts of the mesh.

Hey there, what does your set up look like in the material? Combining multiple normals shouldn’t be a problem. Heres a simple set it up without problems:

Having a Lerp prior to the blend normals shouldn’t effect how the node works. I would use the node preview ability in the material editor to make sure that each value going into the blend normals is behaving correctly.

Hey Even.Doody, thans for the help. So since posting this I’ve gone back to the beginning and restarted my workflow with a simpler goal in mind as this is just testing and trying to learn, but my reason for doing it this way was because I can’t seem to figure out weighted normal’s for my mesh’s.

Making some progress incorporating bevels into my trim sheet normal’s now, so fingers crossed I’ve managed to understand the trimsheet stuff, but as requested here is my setup in unreal with the preview images of the normal’s blended together on both materials. (also still not understanding the protocol there, should I be blending the normal on both materials?) Sorry if any of this seems incredibly stupid lol, can’t seem to get a grip with modular/trimsheet work.

(I couldn’t fit it in one post apparently? idk)

No need to apologize, i just hope I’m understanding correctly! So the problem is making sure the Brick normals are correctly on the bottom half of the but not over the window as well? If this is the case, you can either import a mask texture or use a gradient to mask out that section of the bricks before combining the normals.

Here is an example using a gradient. I beleive that the issue is that your current lerps are only decreasing normal intensity by half rather than masking out half. Let me know if this is the type of solution you’re looking for

Well the goal was to have my 2 materials on the mesh, the window using a trim material, and the wall using a tilable material, and then add in a “third”(not really a third as the tilable material has the 2 normal maps for vertex painting) normal over the entire mesh, as in overtop of both materials, but having 2 material slots added much confusion.

So after much trial and error it seems to be working using your method but only by putting the “third” normal map on one of the materials, that being the trim one which only had 1 normal map to begin with. Leaving the tile able material alone that had the lerps and multiple normals already just wasn’t working for some reason. But nevertheless, success. Thank you for your help!