Having an issue with normals in Unity.
I'm baking my normals in Toolbag, texturing in Substance, and then dropping them in Unity.
The first issue comes in Substance but seems to be fixed by enabling "Compute tangent space per fragment". The problem is according to Substances documentation, this isn't done by Unity. As soon as I disable that feature the normals look busted, but are pretty similar to the busted'ness as what I'm getting in unity.
All the meshes are triangulated and I've tried all .fbx options on export and nothing seems to resolve the issue. I've tried adding smoothing group at UV seams, tried using the same SG everywhere and still no fix.
Any thoughts on how to get these to look correct in?
Replies
to help you we primarily don't need your problem stating text but:
screenshot of the lowpoly wireframe
screenshot of the highpoly
screenshot of the uvs
screenshot of the normalmap
please
Unity seems to be ignoring the incoming tangents from the FBX.
Images of the highpoly/UVs/normalmap aren't going to help much with solving tangent issues. Except to solve other potential issues, like not enough padding, ray misses, etc. The OP doesn't seem to have those problems tho.
What import options are you setting inside Unity?
Edit: also if you're using custom tangents imported from the fbx, shouldn't the baker still produce a valid output then? But honestly I haven't tried it myself yet.
But without screens of the actual input assets it's just purely guessing.
I bake regularly for unity and it should work "good enough" from a technical point of view.
Btw: the author himself says here that Unity since 5.3 supports mikkspace. And I doubt something has changed since then, but not sure..
Good luck.