Correct way to get normal maps from ZBrush to Unity?

Hi,

Does anyone know the correct way to do this? I’ve been experimenting with quite a few options so far, but I’m not totally happy with the results. Flipping the green channel seems to give best results, but is there something else that would make it even better?

hi there,

first, you have to model a better cube to bake the normal map. Add bevel to every edges to be able to capture the rounded border you have in zbrush.
Try to bake in software ( free ) like xnormal.

Hi,

Well, that was a 1 minute debug-test cube with the idea to keep it ultra simple :smile:

I made it after I wasn’t happy how my actual asset looks like.

So, is it really better to do it in xNormal? Sincerely, I don’t know, I’ve been trying out xNormal recently with models I have done in Max, but I always went with Max’s render to texture, because I didn’t find the xNormal’s maps any better - not even if I used an external cage object. But perhaps I’m just doing it wrong, it seems like a really popular software.

I must do some more tests, I did a similar cube test with Max a while back and that’s when I realized that you need to flip the green channel in render to texture to make it work with Unity.

turned out to be a smoothing groups problem - now it looks a lot better!