I have strange issue with normal map. Well I baked it via xNormals with standard settings.
I set Normals and Tangents as “import” in unity.
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But it looks strange.
I have strange issue with normal map. Well I baked it via xNormals with standard settings.
I set Normals and Tangents as “import” in unity.
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But it looks strange.
Its really hard to tell from your picture exactly what’s going on, but try switching the R and G channels of your normal map. It kind of looks like your normal map is the inverse in Unity of what it is in Max. I don’t know how xNormal works, but I know you need to do that to get proper normals from Blender to Unity.
Bring your normal map into photoshop or whatever image editor you have.
Bring up the curve adjustments.
Go to the red channel, and flip it so that its 1 to 0 instead of 0 to 1.
Repeat for the green channel.
This will likely turn the black parts of your map yellow. That’s fine.
Then try importing the normal map into Unity and see if that makes it any better.