Actually.. I do see that now. This honestly has me quite stumped.
Try rotating the texture 45 degrees (or something a fair bit off), if the "petal" formation shows up in the exact same position, then I'm willing to bet it's Source's lighting playing up.
EDIT:
This might be the cause, and I can't believe I never thought of it before.
This is the heightmap for the normal, ShaderPro would've generated something similiar based off the diffuse texture. You'll notice some areas come out darker than others, which would end up being deeper, and therefor letting more light 'in'. It just seems very exaggerated.
I'll try evening up the heightmap tomorrow and compiling a new normal map, see how that goes. It could be the problem, but we'll see. If it is the case then the normal maps and Source's lighting are actually doing what they're supposed to be doing.
![:P](http://192.241.182.11/images/smilies/tongue.png)
Could that be the reason that you were unable to open my vmt files?
Are quotations actually necessary?
Well, they are, but I don't imagine they're the reason I couldn't open them. I would have probably received some sort of syntax error for that.
So how did you made and compiled your normal map texture and used no compression?
I used the original vtex.exe method, with a targa and a txt file defining how to create the vtf. The txt simply had:
"normal" "1"
"nocompress" "1"
Which told it to convert it to the appropriate format for normals, and to completely bypass nice filtering/compression. Makes the file large, but gets rid of any artifacts people sometimes get with their bumpmaps.