Edit my title: seams apparent in Unity when I put my NORMAL MAP on my mesh *
I have a probleme, I have make my normal map in Zbrush and Xnormal and its same probleme,
when i put a normal map in my model (with all shader) I see seames
I think is a problem of my mesh?
Thanks for your help!
seam is the at the center yes…
I have make like that: http://www.youtube.com/watch?v=V-hoCUjn1wA
I don’t understand why juste Nrm have seams apparent :s
What happens if you change some of the import settings in Unity. Specifically turning on “Split Tangents” and “Calculate Tangents”. Let me know if that fixes it. If it doesn’t I’d really like to have a chance to look at your models as we’re trying to track down issues with our normal map pipeline at the moment.
Hey antenna tree,
I’m on the Unity beta list, I’ve submited a case with the same problem as Togeux is talking about.
The case provides a small project with the model and normal maps.
Some pictures showing the issue:
If you wanna take a look here is: 411698
As you can see normal maps are inverted in some places of the mesh, creating then
some lighting differences leading to a huge seam (or mesh separation)
issue. To me it looks like the way Unity generates tangents on models. The same normal map looks fine in some part of the mesh and looks inverted in other parts of the mesh really weird stuff. And to be honest, this happens with all our models inside Unity.
I had the chance to try out our models inside UDK and they look fine over there, no issue at all.
Unity has done the same thing to me as well it can be fixed by recalculating normals, or calculating smoothing angles within unity. i have yet to find a time where an issue can’t be fixed by doing one of the above.
Hello Naison,
Even if the mesh looks mirrored in the previous post, you can see in this video the vertices aren’t duplicated and nothing have been mirrored:
I’m using the exact same model(same FBX file), same textures, same normal maps, nothing have changed.
I’ve also tryed the same models on other engines (Not just Unreal Engine) but also inside xNormals real-time renderer and again, they look fine.
The problem is Unity normal map system. Not only i got those weird seams but also incorrect lighting, my normal maps looks flat (instead of bumped) and my models they all looks skinny (quite different in Unity, but this is provably an other issue, could be an FOV issue, not sure).
3ds max, Unreal Engine, xNormals and the other engines that I’ve imported my meshes shows the correct normal maps (and correct bumpiness too).
Obiously, there’s something really wrong here, I can’t speak on the Unity side but my models (and normal maps) looks fine everywhere, but quite incorrect inside Unity.
By the way, my normal maps have been done with zbrush and xNormals and they are all tangent normal maps.
Is there a solution to this? I am having the same issue. Model looks fine in other engines/rendering apps but in Unity it is having that same strange lighting issue. It is only the NM, my texture map is not showing any seams. Split Tangents and Calculate Tangents is not helping, they are already on.
This apparently was fixed (but FBX still a garbage file format, i could be wrong).
If your model comes from 3ds max, there’s some stuff you need to do in order to make it look correct inside Unity.
You must try to convert your model into Mesh Modifier (if its already Editable Poly Modifier) or into Poly Edit (if its Mesh).
Use the FBX 2012.2 version (dont use FBX 2013, it have lots of problems).
Tick Binormals and Tangents.
Untick MeshSmooth (if ticked).
Don’t Triangulate it.
Untick instances (just in case).
If still not work, try ticking splitting normal!
You must try all this with a Mesh Modifier and a Poly modifier (i don’t remember exactly the one that worked for us).
Let me know if it works!
Cheers,
Then two things comes to my mind. Unity FBX import pipeline still broken, Autodesk FBX file exporter still s**k (as always) or both!
Try to file a bug report with a small project and pictures. To show Unity your model on different engines (Like i’ve done).
Really, we don’t use Maya, can’t help you on that.
Ok I will do that. Do I just start a thread or is that a different way to file a bug report?
EDIT: I noticed I am getting an error saying “Shader wants Tangents, but the mesh doesn’t have them”
I exported with Tangents and Binormals selected, error now reads:
“FBX import warning: Can’t import Tangents and Binormals because mesh doesn’t have them”. I don’t understand, why wouldn’t the mesh have them? I am confused if I am supposed to manually add them to the mesh? How does Zbrush take a normal map if it doesn’t have them?
I brought the mesh into 3ds Max and it doesn’t work from there either.
You should get an answer from Unity QA within days, depending on the gravity of your problem (and general). But any reproducible bug is always fixed! Well, not all, depends how hard it is to fix it! XD
This one, have been laying around for years. XD
[EDIT] The problem is obviously Unity tangent generation (being very wrong). Did you tried importing your own tangents?
I’m on the Unity Beta list. If you can share your model with me, i can report a bug and pass it to the beta list.
Not long ago, i had this same issue and i would like them to take a second look (specially for models coming from Maya).
Just in case:
tatoforever{a t }psychozinteractive{d o t}com
I tried to export from maya with Tangents and Binormals selected, but that didn’t change anything. Do you have an e-mail address where I can send you a link to the model?