steppy normal map?

hey! I’m experimenting with normal maps! So I made this highpoly face, turned it into low poly and made the normal map, looks pretty good in 3dsmax, but it doesn’t in unity:

Do I need to increase the resolution? Or is there some other issue? help please!

What is the resolution? It seems quite low for a face.

256x256 lol

but it’s actually pretty high considering its just a face!

also, why does it looks good in my 3d modelling software, but looks bad in unity?

actually, i just realized… i’m turning the normal map into heightmap using a photoshop nvidia plugin… and I turn it into normal map from within unity… yeah, that’s the problem…

I have another problem now… how do I invert a normal map? If i simply apply the normal map, the shadows are inverted, it’s bright where it should be dark, and it’s dark when it should be bright

Alright! I fixed the problem!

Steppy normal map: Happens when you use heightmap(instead of normalmap) and convert it to normal map with unity’s feature!

Inverted normal map: In this case it seems inverting just the green channel fixes the problem! it looks perfect now!