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Question Blender FBX has seams and wrong Normals when imported to Unity

Discussion in 'Asset Importing & Exporting' started by salke998, Jul 13, 2022.

  1. salke998

    salke998

    Joined:
    Mar 15, 2021
    Posts:
    1
    Hi folks,
    So I modeled a couple of rock assets in Blender, and in Blender they work fine. There's a diffuse and a normal map which I baked from a higher poly object.
    upload_2022-7-13_23-4-50.png

    When I turn on Eevee in blender and set up an area light, the normals work just fine.


    upload_2022-7-13_23-6-0.png

    But when I import the asset in Unity, create a new material and put the Diffuse and Normal maps in and drag the material onto my asset, this happens.

    upload_2022-7-13_23-7-17.png

    There are now weird seams on my asset and also the light reflected on the asset isn't accurate (there should be a shadow on the left side since the sun is shining from the right)

    These are my Inspector settings for the imported model
    upload_2022-7-13_23-10-13.png


    I would be very grateful if someone knows a solution to my problem.
     

    Attached Files:

  2. g4ma

    g4ma

    Joined:
    Dec 18, 2018
    Posts:
    32
    You can see on your import settings that Normals (and blend shape normals as well) are calculated on the fly during import rather than being imported from your Blender file. Try playing with these settings and see if you get better results.