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Question by Matthew_Crown · Jul 23, 2013 at 04:55 PM · texturetexturesuv mappingnormalmapmodo

Normal map detail deformations in unity, but right in others softwares.

Hello guys, This time no questions about c# and scripting :), just to know why the mesh shown in the image below bhehaves different if normal mapped in modo or in unity 3d. As u can see, in modo the normal map works porperly, in the other side, when I import the same model with the same uv map and the same normal map in unity 3d, there are visible deformations on the surface.

I really don't know why unity deforms my mesh in this way.

Anyone can help me, please?

regards!

Matt

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Answer by Matthew_Crown · Jul 24, 2013 at 08:23 PM

Ok guys, I solved this issue. The problem was quite simple:

I was creating the UV map on quad polygon mesh without care that unity 3d transform quad polygons in triangular polygons and, because of this, a map create on a quad structure doesn't work on a triangular one.

very simple but very cheating!!! :)

Cheers

Matt

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