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File: attachment[1].php_attachmentid=92030&d=139521.jpg-(417 KB, 1280x1545)
Hei /3/I got this issue with...
Anonymous 03/19/14(Wed)23:21 UTC+1 No.415223 Report

Hei /3/

I got this issue with Unity's normal maps. The column on the left is the normals rendered with 3dsmax's scanline engine. On the right is the same normals with green channel inverted, since they use different tangents. I turned the texture to normalmap and turned off the 'create from heightmap' option. The direction of the normals are okay, but it looks bloated and causes smoothing errors everywhere. Instead the surfaces should be basically flat and chamfered on the edges. It feels like Unity applied the normalmap intensity too much or too little. Is there any way to solve this ?

Thanks for any help.
>>
Anonymous 03/20/14(Thu)00:21 UTC+1 No.415239 Report

Unitys default unpacking of normal maps in their surface shaders sadly leaves a lot to wish for.
So you need to acquire better shaders or learn to write shaders yourself if you want it done right.
Their normal mapping method seem optimized for cheap shit-tier normals made from converted grayscale.

It's like the devs on unity don't really expect people to bake and make quality normal maps the "advanced" way.
>>
Anonymous 03/20/14(Thu)00:40 UTC+1 No.415241 Report

Bake edges onto a softened normal lowpoly.
Unity like soft normals.
>>
Anonymous 03/20/14(Thu)00:55 UTC+1 No.415243 Report

>>415223

Try this, it makes better normals for unity.
>http://www.handplane3d.com/
>>
Anonymous 03/20/14(Thu)02:04 UTC+1 No.415270 Report

>>415239
> It's like the devs on unity don't really expect people to bake and make quality normal maps the "advanced" way.
Unity 5 is coming, and they still haven't fixed this normalmap issue. It's impossible to understand these devs.

>>415241
Softened normal lowpoly ?

>>415243
Hey thanks, this looks useful.
>>
Anonymous 03/20/14(Thu)02:20 UTC+1 No.415272 Report

unity by default compresses all imported map into dxt format, since normals describe angles of surface they need a high bit depth to render well. Make sure you import them as 32-bit true color Op.
>>
Anonymous 03/20/14(Thu)03:04 UTC+1 No.415291 Report

>>415272
Didn't work :(
I exported them as 32bit uncompressed TGAs, and used Truecolor in Unity, Still the same smoothing errors appear.
>>
Anonymous 03/20/14(Thu)10:52 UTC+1 No.415346 Report

>>415223
>>415243
Use handplane. Solves all my problems, also its completely free now, although to most /3/ it was always probably completely free.
>>
Anonymous 03/20/14(Thu)18:07 UTC+1 No.415382 Report

>>415346
But handplane only converts Worldspace normals, and not tangent space. I have no idea how to use the worldspace normals on a mesh in Unity.
Also My mesh is made of repetitions of the same compound parts in different rotations, positions and mirrors. When I use worldspace, it screws up the whole normal orientation and results in wierd lighting, because the model is not a whole mesh.
>>
Anonymous 03/20/14(Thu)19:50 UTC+1 No.415407 Report

>>415239
>It's like the devs on unity don't really expect people to bake and make quality normal maps the "advanced" way.

Because Unity is only used by shitty developers making ugly-as-fuck mobile games without proper normal maps.

>>415382
You misunderstand Handplane. Handplane takes world space normal maps and generates tangent space maps that are in 'sync' with how the engine renders them (a.k.a. a synchronised workflow)

There is a tutorial on their YouTube channel that demonstrates how to use them in Unity.
>>
Anonymous 03/20/14(Thu)20:24 UTC+1 No.415419 Report

>>415407
Hey thanks ! I watched a few tuts on their channel and now everything is good.
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