I needed to refactor my custom mesh creation a bit from: create mesh of unified sizes (SIZE,SIZE,SIZE), than scale them as needed (setting scale for each axis) to: create mesh with correct size, do not scale later
meshes are custom generated (vertices, faces, normals, uvs), nothing of this process was altered, worked like a charm before
=> resulting meshes are the same size, position, etc.
The whole scene setup stays the same: lights, shadowing, materials, yet when using the second approach the whole lighting is very very bright and super reflective, is that a known issue?
material used is MeshPhongMaterial with map, bumMap, specMap, envMap
using three.js r68, no error/warning in console
before: https://cloud.githubusercontent.com/assets/3647854/3876053/76b8f260-2158-11e4-9e96-c8de55eaec9a.png
after: https://cloud.githubusercontent.com/assets/3647854/3876052/76b7fa86-2158-11e4-9393-8f3eece04c0b.png