[solved] Normal Map Smudges Problem

Hi!

I baked a normal map with substance designer and when i load it in Unity, it appears different. It seems to me that Unity loads the map with an another colorspace.

When the specular light hits the mesh the stains appear. Like the image below:

But in Substance Designer it looks perfect. Like the image below:

And here is my normal map (I focused on the part that appears in the specular).

Here is the same normal map, but I increased the exposure(a lot) until I could see the stains:
2271620--152282--upload_2015-8-28_21-53-19.png

Does anyone have any idea how to solve this?

Here is what I already tried:

  • Change gamma in Photoshop
  • Check if mesh settings has no optimization options enabled
  • Check if the normal map has 16-bits info
  • Test in another software (Modo), and it was ok
  • Disable mipmap

Thanks in advance!

I might be confused - you said stains. Are you talking about the subtle metal patina streaks running down the side of the barrel?
If so - wouldn’t you want to control that via specular and roughness maps? Because a normal map is used for fake surface (bump) detail - not stains.

Please correct any misunderstanding I have with your post - if I’ve misunderstood.

Hi!

I meant the smudges in the normal map, so that wasn’t intentional. I wanted the metal to be flat.

But actually I just figured out how to solve this. I found this video

and it shows up that the best way to bake a normal map for Unity is by using xNormal with Unity Tspace plugin.

and here is the result:

Sorry about “stains”, I’m not a native speaker so I think that wasn’t the best word to purport the problem.

Thanks for your reply!

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