In the A box of images you posted… look at the 3rd one; the normal maps look inverted. That’s how the shader works, the detail maps follow the UV direction.
As I said here, I used a plain single color normal map and the result is the same Even I´ve used a single color diffuse texture for both segments and the problem is the same. But well, I'll do more tests and try rotating the normal map to see if that solves it. Thanks for the suggestions!
With these values I have managed to improve it a lot. The normals map was not the problem, the main problem was the difference in brightness of the texture without taking into account the reflection of the sun however, when the sunlight reflects it you do see that distortion that you mentioned. but this is totally logical In any case, the google earth texture is provisional, I have to create good quality textures and I will surely do it as explained at the beginning of this thread
YO THANK YOU. Landsberg Rallye Project 23 NEEDED this! I see there is something going on about normal maps and also the uv mapping is unclear. Maybe I can help to sort this out. TO THE FRESH READER: you need to be able to write your RGBA channels INDEPENDENTLY. Your photoshop may not know what you want. Here you find textures to start with: https://ambientcg.com/list?category=Asphalt