>>342251852
Normals aren't maps, and having normals facing odd ways can cause issues like shadows being weird, tiled, or patchworky. If the normals are inverted, you look seethrough. Normalmaps do something different and basically are used to add ridges and stuff to these existing materials, and it is separate from the issues coming from a deformed mesh I'm using. [spoiler]I've had a model with some issues with the normals because I tried splicing on new bodyparts and did a bad job with it and need to figure out how to edit normals in blender[/spoiler]