Hi ,
I having this weird render in Unity , the Normal Map was created using Zbrush, and as in the image it renders fine inside Maya but doesnt seem to work inside Unity…
I’ve been trying to get my head arround but no luck

This is the first time i am having such issues, usually normal map renders perfectly inside unity.
HELP!!!
Thats not a problem with your normal map, but with your model. Try triangulating the affected areas in your 3D app to counter this effect. You can also try to change the shading angle in the import settings of the model.
Also make sure you are using a pixel-light in Unity, because this type of shader is only supported by pixel lights. And check if effects are turned on in the editor.
I hope this helps.
I have seen and experienced this problem many times. The real cause is not your model in most cases. In Cinema 4D you have to make sure that the “Color” channel of your material contains a texture. If not, you will see the artifacts you are showing in the image. I am not sure if Maya acts the same way but it’s worth checking your materials color/diffuse channel before exporting.
Thomas
Ok it seems that the problem was that the editor needed to be viewed with Pixel Light switched on (under edit > project settings>quality) ,along with a light in the scene, …Thanks Alpha Loup
and Thanks Thomas for the suggestion , I usually always make sure i import models inside Unity with a default texture and make sure no nodes are attached to it. I kinda like to keep things clean and simple… except for my room though :lol: