
I’d like to leave my final solution here after exploring this issue. I’ve looked through many tutorials, but most of them only pointed out the problem without providing a solution. Even the tutorial mentioned above—although I haven’t seen it—I can roughly understand what it’s trying to say.
Due to confidentiality, I can only briefly describe the problem I encountered and how I solved it:
First, I had a normal map in SP and Unity that displayed correctly in the Mikk-T tangent space. However, it didn’t render correctly in Maya 2020.4 with Arnold 4 CPU—it showed artifacts like black edges, similar to what’s shown in this image.
This was caused by a low-poly model without UV splits and hard edges in areas with steep angles. You could fix it by adding geometry, redoing the UVs, and rebaking a nearly flat normal map (with very little color detail), following proper soft/hard edge guidelines.
However, there’s a simpler way to fix it:
In Substance, add your current normal map, then bake and export a world space normal map. In HyperShade, set the aiNormalMap node’s "Tangent map" attribute to False, and set your low-poly mesh to flat shading (all hard edges). This will cause the world space normals to override all existing normals. Note: there must be no weighted or smoothed normals.
zetheros
I’m developing a stylized racing game called SPEEDWORLD, set in the 1980s and inspired by vintage NASCAR, TNN motorsports broadcasts, and retro racing culture. I need two high-quality game-ready 3D assets:
Art style is stylized but era-authentic — no blocky cartoon look, but not hyperrealistic either. Think somewhere between a late PS2 racing game and a modern stylized indie title.
This is a passion project — not on a tight deadline, but I want someone who understands game integration and retro aesthetics. Long-term collaboration possible.
Unity-compatible format. I can provide references and briefs.
pior said:
I hope that one of the big actors (manufacturer+publisher) would pull a 4Dchess move by releasing an intentionally underpowered but sleek piece of hardware in the 250USD ballpark (like a Steam Deck lite, roughly equivalent to the original Switch spec-wise) and granting a seal of approval to new (and old) PC games running well on it. This could push gamedevs to go back to barebones visuals (PS2-era), slashing developpment costs tenfold and bringing back a necessary focus on gameplay and clever visuals.




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