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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, -Alex
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.
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.