This really pertains to tangent space normal maps that are rendered from high poly geometry. The normal maps rendered this way, use the meshes face normals to calculate what the output is like. So changing the geometry, by adding or removing any verts etc, or changing the face normals, or mesh smoothing, WILL invalidate your normal maps. And cause bad lighting. I am going to highlight the most common area that is nif/ nifskope specific, where this normal map "invalidation" happens.
So this is for meshes with baked normals, But TBH, there is no reason this can't apply to all your meshes.
Basically- NEVER run face normals in nifskope. No matter what you do after, you will never be able to get the normals correct again. I have tried several dozen tests this morning. And I know now, I will have to export several of my assets all over again. :banghead:
Ok. So you have a mesh, and a nice normal map. And looks great rendered, the shading is correct and you are semi happy with the results and want to start testing your maps in game.
http://i25.photobucket.com/albums/c85/lego-botz/Fallout3/remotetest1.jpg
Then you export and start tidying up your mesh. You have read in several tutorials about some nifkope spells, you start running a few, and you are like hey, yeah that looks better...
BUT, this is what is happening in game-
http://i25.photobucket.com/albums/c85/lego-botz/other/NormalTestexample.jpg
The first example: the only real safe and essential spell to run in nifskope. Update Tangent space. Fixes the sometimes black faces from the export.
The second example- face normals.... dear oh dear. I have Updated Tspace here as well. But it doesn't help fix the apparent UV split seams, and the fact the normals are borked.
The 3rd example- Face normals, smooth normals, at the same smoothing that my mesh was at when I baked the normals, This heals the UV seams , but the normals are still borked. I also Updated Tspace.
No matter what combination I tried, or how many times I tried all my nifskope jiggery pokery, nothing can revert my normals back.
IMPORTANT!
This probelm is confounded by the fact nifskope does NOT display normal maps correctly. So after you have run your face normals andsmooth normals the mesh actually looks like it has more correct shading in the nifskope viewport. So while in nifskope you think you are fixing your shading, you are in fact totally borking it when it comes to shading in game! here see what I mean:
http://i25.photobucket.com/albums/c85/lego-botz/other/NormalTestexampleNifskp.jpg
By just looking at the pictures you'd think the second one has more correct shading. But In fact the oposite is true.
In conclusion- My advise is set up your face smoothing and normals in your 3d editor. And do not mess with them in nifskope. Just trust that they exported correctly. In this case, less is more. :grad: