Problem importing baked normal map from 3ds max

Hey guys,

I’ve had a look around for an answer and tried just about every possible combination of exporting / importing into Unity and am unable to get baked normal maps to look any good when imported into unity.

I expect it has something to do with the tangents or smoothing, but I’ve tried both exporting/importing tangents and having unity generate them and I get very similar results.

In 3ds max, I’m generating a tangent space normal map baked from a high res mesh as I’ve always done for game art.

The exact same fbx and normal map works perfectly in UDK, but I can’t get it to work in Unity at all.

Image attached:



Ah, never mind! Solved it! You have to invert the Green channel in the normal map for some reason… How confusing.