Yeah, because maya treats normal for quads differently, and because unity expect imported normals, you will want to force triangulate before making the tangent space map.
By the way, if you're using Handplane and Unity (or my xNormal plugin) you can try this out, it'll fix up the import settings for normals and tangents on any model that Unity imports into your project. It beats having to set the options each time, at least... https://gist.github.com/Farfarer/6903839 Note: It will do this…
We're testing rolling over the studio to this (it turns out the Unity option syncs to our engine). A couple of small issues have come up: - If we export an OBJ from Max with "Normals" unchecked, baking results in a grey tangent space map (with the Unity export option). - Re-exporting an OBJ while handplane is open -…
@AlecMoody Nope. I figured out that when I create the World space normal map in Max2013 and do a conversion in Handmap, Handmap creates the correctly colored BLUE normal map. However there are still some seams visible in Unity. I created a tangent space normal map in Max 2013 with green Up (Green channel flip) it looks an…
I am having the same symptoms - I have baked the maps with xnormal; and I have checked and doublechecked the settings and the workflow as described in the maya/xnormal/handplane video tutorial... tried to create handplane normal maps for maya 2013 and unity, both didn´t work for me...
Hi, I checked this thread with regards my issue which I think is related, http://www.polycount.com/forum/showthread.php?p=2194972#post2194972 All down to Unity shaders. I am asking my programmer colleague to document what he did to the shader but all good now. cheers,
Quick question, I'm using Max to bake my object space normal map with the default -Y, then into Handplane with everything set to Auto Detect / Output for unity before using dDo to finish. Is handplane auto flipping my green for me, or should I still be ticking the box in dDo importer? Struggle to see the difference…
Just to follow up here for other unity users. This is an issue with forward rendering mode and is not related to handplane. These seams show up even when you apply a solid 128,128,255 normal map. The only suggestions I can offer are to move your UV border edges to less visible areas, or to run in deferred rendering mode…
Alec, thank you so much for that clarification. I was pretty sure it was something like that in my workflow that was throwing my results. I'll give it a shot and double-check my FBX export settings and post back with results. Should I force triangulate before the .h3d export as well? Or do I only need to do that when I'm…
Hey guys thanks for the responses. That import settings "bug" fix is something that I had already tried unfortunately. It doesn't solve those seams. I didn't triangulate the .h3d file or the .fbx that is going into Unity. Isn't the point of the .h3d file to deal with untriangulated geometry from Maya? I could try…