Normal map strange seam problem

Hello!

I have a problem with normal maps in Unity. When I apply one on a mesh seams are still sharp edges and seams are still visible which is not a case in Unreal.
I’ve already tried flipping green and red channels of normal map but without success.
Hope You can help me.

So - where is the seam? And where is sharp edges? In the box I don’t see it. Looks real similar to the right image.

Maybe your lighting setup has something to do with it or the texture setup.

You need to bake your normal maps with the Unity tangent basis.

http://www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/

You can also use handplane for this.

There is a MUCH easier solution, IMPORT TANGENTS!
Unity’s autocreation of tangents is pretty crappy, yes really, it even creates ones that shouldn’t be possible! (Semi mirrored ones?!)
To do this you will need to Export tangents from your favorite 3d program, (fbx’s work, .obj’s do NOT!).
Then on the models Import Settings, you can set it to import tangents. Problem’s gone!

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Well there’s two things:

  1. Tangents. You can import from your model or let Unity calculate for you. If you are unsure about how to export in your 3d program it let Unity calculate. In the great majority of cases it works fine.

  2. On your Texture import setting make sure to set Texture type to Normal Map.