So I'm developing some assets for a game in unity, but right now im getting this artifact with Xnormal.
the normal map bake looks alright although inverted
those 2 sides connect but on unity they look alright
but then on the app build they are once again inverted.
not really sure whats doing this, ive tried inverting Y on Xnormal but it did nothing.
Could any of you help me out ? or have you ran into this when baking ?
Replies
Quick update im thinking this is to do with the game in importing them in creates custom tangents for objects instead of using the ones they had and so messes up the tangent-space normal
That would be correct. Stop it doing that or get the people who made the engine to explain what tangent space they're working with
can you flush through unity? i mean can you export the mesh that unity created? besides tangents this also could be UV compression. Which would be avery common issue with Unreal Engine.
if you can, just load it into unity, export and bake with this mesh.
afaik I don't think so, the fbx in unity is just the normal fbx you export from the dcc, all the tickboxes you might fiddle with in the inspector are stored in a .meta file that unity creates and sticks with the model
Though you can just set tangents to import in unity model inspector window so that should be easily solvable if you want to use non mikt space tangent for some reason.
Thank you all ! went throught the whole process for asset creation we were using, turned out our animator wasn't exporting correctly in blender, had the wrong settings. Atleast that what I'm guessing happened since its working correctly now!
in unreal you also have to rightclick - asset action - export, you also couldnt use the unreal generated file it uses internally or the fbx that it imports to create said file.
@op sounds like you found your issue, cool!
oh didn't know that! thank you, this is gonna come in handy soon :p