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Hi, I have a question. I used Maya for game assets creation and the targeting engine is Unity.
I have trouble to use a normal map which is generated in Substance painter. In Substance Painter, the bake looked fine, but when I applied the normal map in Maya, glitches appeared and same as Unity. Please see the attached image. The darkend, shadowy face appeared. It should be flat.
I have tried different fbx option, but none of them could solve the problem. It would be caused by MikkTSpace differences. If anyone know about the solution, give me an advice. I prefere to solove this problem in Maya, substance painter and Unity.
Have you tried with the "Compute tangent per fragment" option off in the project settings in Painter?
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Have you tried with the "Compute tangent per fragment" option off in the project settings in Painter?
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Hi Jelemie,
Yes I tried and the result was not bad. Not perfect but it would be the best result so far and may need to compromise it. I have heard that blender uses MikkTSpace and Max has the option. To get the same result as Substance Painter baking, I may need to wait until Autodesk tweaks Maya, I assume. Anyway Thanks. I will go with "Compute tangent per fragment" off in Maya, Substance and Unity work flow.
Regards,
Shun