Author Topic: Normal map tangent calculation issue  (Read 6466 times)

I am having a problem regarding the calculation of the tangents. Am using 3Dsmax and Substance painter 2 for the workflow. Inside SP2 the model look fine with all the maps , but in Unity i get these strange artifacts on the Normal map after calculating the tangents . I found out tha my normal map has a small degree of color inclination. Normal color(127,127,255 ) with inclinations of (126, 127,255) in some areas, producing these effects on my model. What could i do to fix it? Thank you


Hi,

Did you triangulate the mesh? This could be the issue. You need to triangulate the mesh on export from Max, bake in Painter with the triangulated mesh and then use that same mesh in Unity.

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

hi Wes,
yes i did!
Still the same results

hi Wes,
yes i did!
Still the same results

Can you post the high and low res mesh? I can take a look and see what could be causing the issue. 

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Yes, of course

 

Hi,

For the normal map, is it 8bit or 16bit in Unity?

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

hi guys,
having the same problem.. :-\
anyone got the solution for this