Normal mapping problems

So i got the blender 2.46 beta last night and it supports tangent normal map baking, i gave it it a shot with a human head model i made a while ago and in blender it looks perfect

The one closer to the camera has 500 polygons with the normal map, the one farther has 120,000 polygons, the nose on the low poly version is too sharp, and there is problems with the eyes but its ok for a first shot

This is the out-putted normal map

This is what it looks like in unity

why does the normal map transfer to unity so poorly? I turned off recalculate normals which helped a little, another tutorial said turning off mip-maps would do the trick but it hasn’t, then I tried generating a normal map, from that normal map in unity and that did somthing but still looks nothing like it does in blender

im going to try using nvidia melody to generate the normal map an give that a shot because im assuming it has to be a problem with blenders creation of the normal map right?

Any one know whats going wrong here?

70052–2623–$pictures_124.zip (932 KB)

Try setting the normal crease angle to 180 degrees in the import settings.

i still get the same result, im having trouble getting nvidia melody to work so im going to try generating the normal map in the 3ds max demo

I had the same problem!
Sollution:

open normalmap image in photoshop, select RED channel and invert it, do the same for the green channel… leave blue as it is.

should be ok now!

-wim wouters