Ok guys I’ve been avoiding this problem for too long!! Now I’m tired of it!
I never seem to be able to setup normalmap in unity right!!! N-E-V-E-R!!!
I got a simple wall my it’s really low poly but it shouldnt be a problem then my diffuse is ok! I normal map from CrazyBump!
(if I test in blender or even Max in real-time my object look fantastic!!!)
Then I import it in Unity (not Pro by the way!)!! And it’s look like hell!!!
I use the default Bumped Diffuse
1- When imported Unity don’t see it as a normalMap (if I let it this way, no effect in the in game model!!)
2- If I let’s Unity transform it to normal - it’s inverted!!! (Tried every freaking setup with light direction no avail!!) - See the attached pics (it’s the mortar that goes up!!)
3-The model go rigth away from normal diffuse color to freakingky dark!!! (ok I can adjust it with the alpha but…)
I don’t know what I do not do right!! I just don’t seem to get it!! It’s been buggin me for months!!! Crazy thing if I import my model to UDK they look just fuc$#$# GREAT!!! But I hate UDK soo…
Here ar some files :
Open the image in photoshop, select the green channel, invert, save.
If you want to fix the issue at its source, go into Crazybump’s settings, and make sure that the normal map Y axis is up, and X axis is right.
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Thank guys both of you!!
I knew it was a stupid trick! The photoshop trick did the job but I’ve setup the crazy bump and now everything is fine!!
I was getting a little worried and since I did pay for Crazy Bump!!
Thank again!!!
No problem. Glad to help.
Hi @Daniel-Brauer , are you shore of inverting green Y to up?
Because looking the manual, look like I need to copy the green Up channel and pass it into the Z channel.
in particular: “The RGB colour values are used to store the X,Y,Z direction of the vector, with Z being “up” (contrary to Unity’s usual convention of using Y as “up”). In addition, the values in the texture are treated as having been halved, with 0.5 added. This allows vectors of all directions to be stored. Therefore to convert an RGB colour to a vector direction, you must multiply by two, then subtract 1. For example, an RGB value of (0.5, 0.5, 1) or #8080FF in hex results in a vector of (0,0,1) which is “up” for the purposes of normal-mapping - and represents no change to the surface of the model.”
I presume I need to copy the green channel to the Z Blue channel. Is my assumption correct?
You only need to flip the green channel.
The “up” that quote refers to is the normal’s direction off of the face of the mesh. Because Unity’s camera space looks down Z, an up Normal would be pointing directly back at the camera.