Hey guys,
So I have a couple of android devices laying around. Figured I might as well try to make some sort of "portfolio" app. Basically want to create a bunch of turnarounds and display them in the app.
Now I got this working fine for a test case. I've got a turnaround of a character (much like the one in my portfolio). But I noticed the normals look a tad off in the android version, tested it on a Samsung Galaxy Note (phone, N7000) and a Samsung Galaxy Note 10.1 (tablet, N8100 or something).
This seems to only be the case in the android versions. The normals are matched perfectly to Unity (using farfarers xNormal plug-in thingy).
Using the web player displays the normals just fine. The "game" view displays them correctly as well.
I was wondering if anyone knew of this or had a fix for it. Or will I just have to deal with it?
I was planning on taking my tablet with me for a potential job interview so I could show things in real-time. But having these normal errors could possible show that my normal mapping knowledge isn't that great.. Which sucks ass, as I think my knowledge of normals is pretty decent. (Maybe I could use this as an opportunity to show them I do understand why the artefacts are happening and score some imaginary points?)
Anyway, if anyone knows about this and has a potential fix, please let me know.
Thanks.
Replies
Also check the shader; try it with a non-mobile bumped shader and see if that makes a difference. It'll be slower, but probably not by a whole lot, and if they're taking shortcuts in the shader for mobile performance they're not going to help you show off your work anyway.
Ill have to take a look at the texture compression settings.
I use a custom shader made with Strumpy's, so I don't think its some funky shader magic messing it up.
Thanks
For desktop, it's DXT5nm, swizzling G and A channels and deleting the B channel. It's then reconstructed in the shader.
For mobile, it's stored as RGB, and simply re-expanded to -1...1 range in the shader.
Could be your normal maps aren't normalised? That would create a difference, as the reconstruction will give a normalised result and will only look the same as your texture if you normalise it.
So unless the bakes aren't normalized (I thought we only had to do this whenoverlaying multiple normal maps), I dont think it would change much,
Will try normalizing them though, see what that does.
Cheers.
edit-
Just tried, normalizing my normals doesnt do much. Same stuff happens.
Could it be that Unity changes the import settings? Like mesh compressions, tangents, normals and what not?
edit deux-
Tried a bunch of different fbx settings, (smoothing groups, tangents/binormals, split verteces, etc.) and tried different import settings. Couldn't figure it out.
I am marking this as a "deal with it" issue.
Is it ok if I PM the trouble areas to you?
Can email them if that's easier - jamesohare@gmail.com