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Problem importing baked normal map from 3ds max
Hey guys,
I've had a look around for an answer and tried just about every possible combination of exporting / importing into Unity and am unable to get baked normal maps to look any good when imported into unity.
I expect it has something to do with the tangents or smoothing, but I've tried both exporting/importing tangents and having unity generate them and I get very similar results.
In 3ds max, I'm generating a tangent space normal map baked from a high res mesh as I've always done for game art.
The exact same fbx and normal map works perfectly in UDK, but I can't get it to work in Unity at all.
Image attached:
Thanks,
-Alex
Which part are particularly concerned about? The hard edge, or that the detail isn't sticking in correctly? Or something else?
It looks as though the lighting was inverted. I guess technically it was... $$anonymous$$anaged to solve it by inverting the Green channel of the normal map.
Thanks anyway!
Did that really solve it for you? Ive got some really weird lighting inconsistencies on my mesh and the exact same problem you have. Did that pillar model have overlapping UVs at all?
Hi E2R_Ben, yep, flipping the green channel in the normal map was my only issue in this case. There would have been some overlapping uvws as the back half of the pillar was mirrored.
You may have an issue with mesh smoothing, normals or tangents. Happy to try and help if you post an image.
Answer by Moj · Jun 07, 2012 at 07:04 AM
Ah, never mind! Solved it! You have to invert the Green channel in the normal map for some reason... How confusing.