I am the programmer on a project that requires a great deal of shiny metal textures/materials. I am attempting to use the free edition of Hard Surface Shaders from the unity asset store. I am definitely a novice when it comes to materials, shaders, normalmaps, and the like. Basically I am having problems getting the applied material to look right.
Here is the 3D object before applying any normal map or reflective map:
Here is the result of my attempt at applying a normal map and reflective map that was given to me by the artist on the project:
We spent the entirety of the day going back and forth trying to figure out what would be causing the bizarre brail like repeating pattern of the two textures on the object. I don’t know if it is something I am doing wrong in applying the textures, or if it has something to do with the textures themselves, or the import settings on either the model or the textures, or the way the FBX model was exported from 3DS Max. I do know that it is not a specific issue with the Hard Surface Shaders pack, since I am getting the same type of results from Unity’s built in bumped specular shader.
It would be greatly appreciated if someone with a little more knowledge of shaders, materials, textures, ect. could help in understanding what is being done wrong in this process to cause this, as it is a major hump in the project at the moment.
These images may help in assessing the core of the problem:
- The Material Settings (using the Hard Surface Free Opaque specular shader, no diffuse map is applied as it is not needed for this particular model)
- The normal map import settings
- The lightmap/specular import settings
- The normal map and specular map before importing into Unity
- The mesh object
- The import setting for the mesh object