Hello!
I have a problem with normal maps in Unity. When I apply one on a mesh seams are still sharp edges and seams are still visible which is not a case in Unreal.
I've already tried flipping green and red channels of normal map but without success.
Hope You can help me.
Replies
In the Inspector for the FBX file…
Set Normals to Calculate.
Set Smoothing Angle to 180.
Set Normals to Import.
Set Tangents to Calculate.
Or you can stick this file in an Editor folder in your Assets directory and it'll do it automatically on import (you'll have to reimport any existing meshes afterwards).
https://gist.github.com/Farfarer/6903839
Also, how are you baking the normal maps?
I bake in Xnormal with cage. Every angle > 60 degree is marked as sharp and have split in UV. Normals look good everywhere but in Unity. I tried Marmoset, Xnormal Viewer, Unreal4 and Unity5.
www.farfarer.com/blog/2012/06/12/unity3d-tangent-basis-plugin-xnormal/
Also, for those normal maps to look best you should be running unity in deferred rendering.
I'm so sorry!
I pulled a few all-nighters recently and that has to be an side effect
I'm working on this board:
screen from Unity5.