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Normal maps from 3DS Max -> FBX -> Unity
Searching around the internet, this seems to be a frequently encountered issue. When baking normal maps in 3DS Max and then using them in Unity, it looks like the tangent basis that Unity uses is different from what 3DS Max uses. Even if you export the basis and have Unity import them, apparently. So somehow, the way Unity is interpreting the basis is different. What is the standard solution this now? We're trying to use Handplane right now, which people have reported success with, but I wanted to confirm this is the "right way" to deal with this issue. Thoughts?
Not a very helpful comment, but you could vote on having calculated tangents included in Unity : http://feedback.unity3d.com/suggestions/recalculatetangents
This post has a script to calculate tangents (if that helps) : http://forum.unity3d.com/threads/38984-How-to-Calculate-$$anonymous$$esh-Tangents
That's all I got. Good Luck.
$$anonymous$$ake sure Split Tangents is not checked in Importer, I believe.