Normals on assets from Maya

I am having trouble getting assets from Maya to lightmap correctly. I think the problem is the normals/normal map. In the attached image the material is procedural so i’m not using a baked normal map, but I set the UV’s up correctly. I had Unity create the lightmap UV’s. What is causing the shadows?

I would rather create diffuse and normal maps in Maya, but I have had no success at all generating normal maps in maya that work in Unity. Can someone point me to a tutorial on the workflow from Maya to Unity including baked normal map settings? Thanks.

It’s not a workflow tutorial, but it might help with your normal maps.Normal maps (and importing them correctly) - Learn Content & Certification - Unity Discussions

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The shadows do look like they’re actually in the right places, they’re just the wrong size. This could actually be a lightmap resolution issue. There are some points where there are shadows where they shouldn’t be, like on the end of the right armrest, although this could easily be an issue with baked shadows bleeding across UV seams too. I’d try increasing the resolution of the lightmap, and seeing if that helps at all.