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Normals face correctly, but lit reversed
I have a character model that was modelled and animated in maya. It used to have some normals that were facing wrongly.
After reversing them and reimporting, those same normals that were fixed are now lit from the backface even though they are now facing correctly.
Turning off 2 sided lighting in Maya and turning on backface lighting on the FBX, it appears that there is no problem with the model as it is lit properly there.
Does anyone have any insights as to how to fix it?
hey did you ever find an answer to this? like you i am suffering the same problem. I have a model that is perfectly fine in $$anonymous$$aya, yet in Unity it receives all of it's lighting backwards. See where my pointlight is?
Unfortunately no, we resorted to duplicating the vertices of the other arm, flipping them and then re-rigging.
Answer by Kerihobo · Dec 21, 2014 at 08:08 PM
hey cheers for reply, I did a bit more investigation and unfortunately I wasn't able to find a solution for the problem in Maya, but I did find a solution in Unity.
You can tell unity to either import normal/tangent information from your fbx file, OR you can tell it to calculate the average normal angle on it's own, which worked well for me with these settings:
A much better result on my character model