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Question by Moj · Nov 26, 2013 at 11:35 PM · modeluvnormaltangentseam

Problem with tangents / normals on UV seam

  • Partial solve. Turns out this is a problem with 3ds Max Render to Texture. I used xNormal and it created more accurate normal maps for Unity **

Hey guys, I was wondering if anyone had a solution to this problem when importing models into Unity from 3ds Max.

In the attached image I have a visible line on the model where there is a UV seam, but it is only visible in Unity. I assume this is a problem with the tangent calculation, but exporting tangents from 3ds max looks far worse when imported.

I've tried every possible combination of export/import/calculate/split tangents from FBX format and can't find a perfect solution.

Does anyone have a solution to this?

Thanks, -Alexalt text

uv_seam_tangents.jpg (223.1 kB)
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avatar image AlejandroGorgal · Nov 26, 2013 at 11:40 PM 0
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Try checking this: http://hugobozzshih007.blogspot.com.ar/2012/02/reproduce-bump-spec-shader-in-unity.html

And this: http://forum.unity3d.com/threads/65859-Symmetric-models-with-mirrored-normal-maps-Shader-Fix

Good luck!

avatar image Moj · Nov 27, 2013 at 05:25 AM 0
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Thanks for the reply, but in my example I am not using any mirrored UVs. All UVs are unique and thus the tangent.w is pointing in the same direction for all vertices.

I'll continue to investigate.

It's good reference for a different issue, though. Cheers.

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Answer by Moj · Dec 08, 2013 at 04:51 AM

It seems to be an issue with the way 3ds max bakes normal maps using Render to Texture. I used xNormal (www.xnormal.net) to create the normal maps and the problem has gone away.

There are still some issues with the way Unity calculates tangents on mirrored meshes, however.

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