Cinema 4D Normal Maps

When baking a texture in Cinema 4D, what are the correct settings for normal maps so Unity likes them?

Object/Tangent/World ?
Flip any of the X/Y/Z?

Anyone know without me having to experiment? :slight_smile:

Actually all of them work.

World- and Objectspace produces the better results when looking at seams but doesn’t fit for animate objects.
Tangentspace is the one suitable for Animated objects, characters etc.

A problem you might encounter though: Cinema4D doesn’t do object-to object baking. If you want to condense a highpoly object into a lowpoly one you need external software like XNormal, Zbrush, Mudbox or Blender…

Even if all of them work, what’s the proper X/Y/Z settings? Getting those wrong results in very weird parallax artifacts, among other things. Had that before.

For those who have the same problem:

It appears that “Tangent” and inverting both X and Y is the correct approach, or at least it gives results pretty close to what Unity generates from the bumpmap.

Actually if you have the Mocca3 module you can transfer vertex maps, bone weights, selection sets, textures, morphs and UV’s using VAMP. Just choose your set up model and drag the target object into the Target field and choose one of the algorythmic methods, what you want transferred and click. In the docs they show a sphere’s UV’s etc transfered to a cube… Pretty close considering the topology and polycount were not that similar except it being a closed mesh. I have successfully used it to apply bone weights and UV’s across disimilar characters. In Cinema 4D if you choose Render->BakeObject you have only object space. To get a normal map of tangent space you have to tag the object with a Bake Texture tag and choose the channels. It will even provide you with an illuminated and diffuse channel combined to Color Surface for great looking prebaked light/shadow maps.

Great pipeline between C4D and Unity. I double click a mesh in the project window and a half second later it is opened in the C4D interface… Resave after tweaks and there it is with changes a second or two later in Unity. With GoZ and ZBrush this is a game artists dream for rapid prototyping and detailed finishing. Especially with Decimation Master for ZBrush ZBrush
( now available for OS X). Take the poly decimated mesh back to C4D and use VAMP and all the info you had on the hi res version is now on the low res.

HTH
Bluster T

I know that this thread is very old but I just thought I’d add a little something for those on the prowl for extra answers.
I have been using C4D sculpting tools and then baking normal maps for use in Unity. To get good results, the following settings seem to be musts:
Colour depth: 16-bit per channel
Normal: Tangent
FlipY:checked off (FlipXY does not give me appropriate results)