Hi! I'm having issue with normal map or normals on the object, I can't figure out which one.
This is in Substance Painter:
This is in Substance Painter when I make a new file and re import the maps on an object with sharp edges, with a single smoothing group it looks fine, but doesn't look good in Unity.
This is how it looks in Unity, the left one is on a completely smooth object, the right one is on a model with sharp edges.
I get these weird artifacts. I tried rebaking everything multiple times, messing with normals and smoothing groups and nothing seems to work. I made multiple other assets in the exact same way and all of them work good. Please help.
Replies
When you are exporting textures from substance painter are you using the unity preset?
What are your export settings for the FBX that you're importing into unity and using in substance painter?
Are you using the standard shader?
Is your normal map in unity actually set to be a normal map?
What are the settings on the normal map in unity?
Are you using a cage to bake the normal map?
What does your lowpoly look like without the normal map applied?
Yes I used a Unity preset both when creating the Substance project and on export.
I tried multiple settings, I exported the file from 3DS Max, Maya and Blender and nothing made a difference. I'll look into it a bit more. Might have missed something there.
I'm using the Universal Render Pipeline/Lit Shader.
Yes the normal map is set to be the normal map.
Normal map settings:
No I didn't use the cage.
Without and with the normal map.
What are the FBX export settings you're using from maya/max/blender?
What are the settings you're using to import into unity?
https://docs.unity3d.com/560/Documentation/Manual/HOWTO-importObject.html
I personally prefer to export, and import, the binormals/tangents from maya to unity. This does require the right settings to be set on the export and import as well as a correct bake from substance painter. If you can show me what you've got it'll help.
and with these normal map settings in unity:
I got this:
So sprunghunt thank you very very much! You led me to the right way towards fixing this. It was agony for couple of hours
The only issue I have left, but this is going to be so small it shouldn't be visible is a bit of waviness on the inner side of the edge. It might be because of triangulation.
P.S. @Obscura these are the UVs
Thanks once again! ^^