Skinned mesh with normal map lighting distortions

Description of the problem

I have a flat mesh with skeletal animations and a normal map. When bones are rotated from the default position and alter the faces, the normals from the map seem to get distorted creating visible edges between triangles.

This occurs with both MeshStandardMaterial and MeshPhongMaterial.

Live preview: https://madisjanno.github.io/ProceduralCreatures/
distorted

Three.js version
  • r87
  • dev
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • macOS
  • Linux
  • Android
  • iOS

Author: Fantashit

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