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Question by stevesan · Oct 22, 2013 at 04:32 PM · 3dsmaxnormal maps

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?

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avatar image AlucardJay · Oct 22, 2013 at 04:51 PM 0
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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.

avatar image meat5000 ♦ · Oct 22, 2013 at 05:36 PM 0
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$$anonymous$$ake sure Split Tangents is not checked in Importer, I believe.

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