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Tangent Normal Map produces reversed effects
I've created Tangent Space normal maps in Blender (from hi-ploy sources) to apply to my objects. However when I bring the object into Unity and apply the map the textures appear reversed; concave areas appear convex etc. The Normals themselves are correct and render correctly in Blender.
How do I get the Normal Maps to display correctly?
Cheers
psullie
Answer by Peter G · Oct 02, 2010 at 12:18 PM
Blender uses the opposite Red and Green for normal maps. You have to flip the red and green channels to meet the industry standard.
http://forum.unity3d.com/threads/35110-Normal-mapping-flipped.?highlight=Normal+flipped
http://forum.unity3d.com/threads/23177-Normal-Maps-vs.-Hi-res-Meshes
http://wiki.blender.org/index.php/Doc:Manual/Render/Bake (At the bottom of the page)
Are you sure that's all that has to be done ? Cause I'm not getting the same result visually as in blender (with only flipping R and G). Overall it looks the same, but there are strange hard edges visible, it seems only in areas with normals that differ a lot from the the regular normal.
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