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Normals / Tangents / Bi normal issue from 3d max

polycounter lvl 8
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monodrobe polycounter lvl 8

Struggling to figure out where the mis step is here. Fbx from max, normals tangents and bi normals all exported. But any uvs that are rotated 90 or something along those lines shaded wrong. Same model thrown into unreal renders fine as expected. ( I understand unity is open gl, so the normal maps g channel is flipped in the shader) textures are generated from substance designer

unity on the left and unreal on the right. you can see how the horizontal beams and the upper door is being shaded totally wrong

Any help very much appreciated


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