I’ve got this after baking in Xnormal using 3DS Max to make the model. Anyone know how to fix this?
I’ve have tried LP with 1 smoothing group and baking using Unity tangent space Xnormal plugin for the latest Xnormal version. I am using “exported normals” in Xnormal for both the LP and HP. I have tried scaling up the model a bit as well in Max and the original model in Xnormal but it seems the same.
I love the Unity interface guys, although i just downloaded it. Its so clean and logical. Although i’ve just imported a model and a normal map. But i didn’t have to read War and Peace to do so, unlike in Unreal, in fact i didn’t read anything( which of course may be my problem
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