Normal Maps not exporting in FBX?

I’m having an issue at the moment where when I export a model to FBX, the diffuse textures work properly, but the normal maps are not applied and I have to end up doing them manually in Unity.

This is not much of an issue at the moment, but with some larger scenes with many textures this would be a nightmare.

Any advice on how I might be able to get around this issue?

Thanks.

As far as I know, you have to set these manually in Unity anyways, since you need to assign a bumped shader to whatever material youre working with. But I am by no means an artist, so maybe someone smarter than me can enlighten ?

I gave up with the system of materials of Unity and just do it by hand.
Also I am using multimaterial and this makes things even more difficult (and not working automatically by Unity).
I think that simply Unity was not thought for such complex tasks. It CAN do them, but you must work them alone by hand (or scripting).

Thanks for the responses!

The best results I could get (which are different than the manuals recommended) is to export a FBX and check “Include Media”. At least the actual diffuse textures work that way, and then you can do the rest from there.

I think multi-materials works if you do it like that. Hope that helps.

This is an issue, but I think coming up with a naming convention and using AssetPostprocessor could make automating this process possible:

Now that’s a cool class :smile:
But I hope something has been done on U3 on this side :wink: