Hello there, the title says it all. I've tried this with 3pointshader and it works but in unity it doesn't. if I have a cube with 6 polygons, and bake normal map of a cube with rounded edges on it (even with separate smoothing groups and seperate uv islands) I still can't get looks of a rounded edge cube in unity. is it unity's normal map problem? or I should always chamfer a little to get the results I want.
BTW, I saw some handplane videos on youtube, I think the base of the turret had sharp edges in topology but with normal maps it was smooth, and It was in unity
Replies
1. did you bake in max? then bake out a objectspace map and transfer it to unity tangentspace using handplane3d
2. the same for xnormal
3. did you import your normalmap right? after import you have to select it, set it from texture to normalmap and remove the stupid use alpha as grey default setting
Yes I baked in max, and no I haven't transferred it to unity tangentspace, and yeah I imported it right.
http://handplane3d.com/
More detailed reading about deferred vs forward rendering in unity:
http://docs.unity3d.com/Documentation/Manual/RenderingPaths.html