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Here's a link to my files and texture images

For some reason certain parts of my mesh are using their normal maps for texturing/color instead of the texture images I have selected for color with their respective blender materials. The result is shown below:

enter image description here

You can see that the hair and fins on the arm are affected. Their colors should be closer to this:

enter image description here

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  • $\begingroup$ Make sure that those parts of the mesh have the correct material assigned to them $\endgroup$
    – user1853
    Oct 20, 2017 at 20:03
  • $\begingroup$ Just double checked that and they do have the desired materials assigned to them. $\endgroup$
    – Tyler
    Oct 20, 2017 at 20:04

1 Answer 1

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Than multitexture setting enabled, faces displays last assigned texture in UV-image editor.

Switch to GLSL mode, in this mode faces tries to display close to material settings:

enter image description here

However, when it is set to "solid" I still see the normal map as opposed to the proper texture.

If you have textures in solid mode, uncheck textures solid:

enter image description here

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  • $\begingroup$ That seems to work for when "viewport shading" is set to "texture." However, when it is set to "solid" I still see the normal map as opposed to the proper texture. $\endgroup$
    – Tyler
    Oct 20, 2017 at 20:07
  • $\begingroup$ Hmm, seems that it must have been a weird visual glitch, because after deleting and recreating the texture image the hair now displays correctly in all shading modes for the viewport. $\endgroup$
    – Tyler
    Oct 20, 2017 at 20:16
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    $\begingroup$ Uncheck also "textured solid" option $\endgroup$
    – Crantisz
    Oct 20, 2017 at 20:17

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