I’m having a problem with meshes exported from Blender. FBX, DAE, or even Blend files and letting Unity do its thing doesn’t matter. If I select Tangents to import from mesh settings, I get this error:
Anything with normal maps just breaks down at after this. It just displays a greyish black color on meshes. Using the calculate option isn’t really an option, because mesh gets huge shading errors around UV seams.
UDK imports tangents from FBX files just fine, I can’t seem to make them work in Unity. I’ve tried recalculating normals, tried pretty much all combinations of export settings, tried edge splitting, triangulation, nothing seems to work?
For future reference, I found out it’s now available in Blender when exporting FBX files! It’s under the Geometries tab, at the bottom – make sure “Tangent Space” is checked on:
Still having an issue here. Using unity shader graph and the I made a shader with a basic color + a bump map I made from a simple noise node. It woks on a unity object, but has no effect on an fbx I exported from blender, despite exporting tangent verticals. Any ideas?