Hi, I baked my mesh in SP, and when i import it to unity i see some weird shading going and when i check the normal map i see theres a gradiant on flat surfaces. i don't know where i am messing up
it's totally expected behavior. You should edit the vertex normals the way they would be perpendicular to a surface you prefer to look flat "faceweighting" them or split edges for same purpose
they are perpendicular, i don't have a problem in the vertex normals i have a problem in the normal map as you can see the gradient in the image so even if i split the edges that gradient will appear either ways, i don't know how this could be fixed
Gradients on normal maps are perfectly normal behavior like gnoop said. It's from the normal map having to compensate for the shading/normals/smoothing on the low poly model. Are you sure Substance Painter is importing the smoothing on the low poly model?
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