Home Technical Talk

Inverted normal maps - 3D max to unity.

polycounter lvl 9
Offline / Send Message
Baj Singh polycounter lvl 9
Morning all.

I've been having this issue where i've been trying to import a model into Unity however places where the geometry has been mirrored (using symmetry in 3D max) results in inverted normals.

Untitled_1.jpg

The normals maps should have been produced properly and created as I have always done them (create retopo, symmetry, offset uv's and then bake) and the model looks absolutely fine in Marmoset however Unity will not fix the inverted normals no matter what methods I employ.

Things i've tried:

* Unify normals in 3D Max.
* Export mesh without normals (as an .obj), reimport into max and then export as a .fbx for Unity (I am using the FBX container via Max 2014).
* Changed mesh settings to "Import/Calculate/Smoothing Angle = 180" in Unity.

I would be grateful if anybody has a solution to this. Cheers :).

Replies

Sign In or Register to comment.