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[Solved] baked normal map has shadow issue in Unity


wetcircuit
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On my highpoly to lowpoly texture bake (texture transfer), I have a problem with shadows in Unity (see pics).

The body on the left is the original medium poly model with the original normal map.
The body on the right is my lowpoly model with a UV layout made in 3DC, and the baked normal map applied.

764967990_ScreenShot2020-07-01at2_04_49PM.thumb.png.f81397528bbdd362c031fabdc7e52fe3.png

light from the right side is correct.

899035341_ScreenShot2020-07-01at2_04_12PM.thumb.png.3fde5dbfe9ab97a90963cb0cbebd3890.png

Light from the left is wrong/inverted – most obvious on the navel. Both are using Unity's standard shader.

The navel does not cross a UV seam – the navel is centered within a UV island. I know about flipping the colors on a normal map, but I'm not sure why/how this is inconsistent.
Both maps are tangent normals.

This section of the torso is rotated 90° on the lowpoly UV. I used the texture baking tool in 3DC: tangent to tangent.

Is my workflow wrong? Do I need to create a world-space normal map before baking, and then convert the baked WS normal map back into tangent?

Thank you for any advice.

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  • Carlosan changed the title to [Solved] baked normal map has shadow issue in Unity

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