Hey Alec I'm working in Unity currently and wanted to try a workflow using Handplane. Specifically, Maya to Xnormal to Unity. I followed the the Maya\Xnormal video exactly and output a Maya 2013\2014 tangent map and a Unity tangent map. What displays as seamless in the Maya viewport is a different story once in Unity. I'm…
our unity output works differently than the other engines in that for the time being it imports normals from the source object. We do this because unity's import settings default to import normals and calculate tangents and we wanted to avoid confusion when people are getting started with the tool. In the future I would…
Yeah, it looks like this may be caused by that unity bug. You can see the fix for this problem at 0:25 in this video: [ame="http://www.youtube.com/watch?v=UWToeCw1B24"]handplane unity comparison - YouTube[/ame] If you still have a seem there email me your files alecmoody@gmail.com I use the unity output daily and don't run…
I updated the unity video to show the deferred rending path: [ame="http://www.youtube.com/watch?v=UWToeCw1B24"]handplane unity comparison - YouTube[/ame] You can skip to the end to see deferred rendering but it looks perfect.
unfortunately fbx out of maya does not preserve triangle direction. Exporting from maya for unity you will want to force triangulate your models. Edit: Also, our unity output relies on exporting normals from your 3d package. Make sure you are exporting normals with your fbx file for tangent space conversion and for unity.…
Did you do the smoothing angle fix? (In Unity's inspector for your mesh, set Normals and Tangents to Calculate, set Anything Angle to 180, then set Normals to Import and Tangents to Calculate). Also, ensure you triangulate your mesh on export to fbx before bringing it into handplane and Unity.
Sogun, Just to illustrate forward rendering seams in unity. Try taking a screenshot of a fourth version where the normal map is a solid 128,128,255 file. Also, when you are evaluating the quality of normal maps it is better to give it something where the normal map has to do more work. example:…
Yeah, Unity's forward rendering has some minor issues. I use the deferred rendering pipeline but for some people that isn't going to be a viable option.