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Tangent space for normal maps appears to be changed again?

Discussion in 'General Graphics' started by dzibarik, May 22, 2015.

  1. dzibarik

    dzibarik

    Joined:
    Mar 24, 2015
    Posts:
    8
    Tried both Handplane and Substance Designer, the result is the same.

    Here's how it looks in Designer:



    Here's how it looks in Unity:



    Here's how it looks in Unreal (converted in Mikkt):



    Version 5.0.2f1, personal
     
    minhdaubu2 likes this.
  2. minhdaubu2

    minhdaubu2

    Joined:
    Jun 10, 2014
    Posts:
    75
    Had you try to bake in xNormal?
     
  3. dzibarik

    dzibarik

    Joined:
    Mar 24, 2015
    Posts:
    8
    not possible with this asset, I use a world-space map with rounded edge shader baked in and convert it to a normal map. Xnormal is synced with Mikkt, not Unity. Tangents aren't imported from a 3d package, so it should be all right.
     
  4. minhdaubu2

    minhdaubu2

    Joined:
    Jun 10, 2014
    Posts:
    75
    There are a plugin UnityTSpace for xNormal :D
     
    theANMATOR2b likes this.
  5. Zicandar

    Zicandar

    Joined:
    Feb 10, 2014
    Posts:
    388
    You need to Import tangents into unity, and make sure to export the model with tangents and the same version (possibly) of the 3d program you used to export the model (with tangents) that you used to bake the map...
     
  6. dzibarik

    dzibarik

    Joined:
    Mar 24, 2015
    Posts:
    8
    I'll try UnityTSpace but I doubt that tangents should be exported because it would be contrary to synched workflow afaik. Modo doesn't export tangents anyway.