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Question by Tonyb · Feb 14, 2012 at 11:12 PM · 3dsmaxnormalmapdark

Normal maps making models dark

Hey,

I am having a problem with a project I am doing for my last year of university. I am creating high poly models in 3DS max, and then baking the high poly to a plane to create a normal map.

I don't use auto unwrap as they are only planes, easier to just UVW unwrap them to size etc.

The issue starts once I get the models imported into Unity, the diffuse sits great on the model, but once I add the normal map to the model it goes dark. You can still make out details, but it's like all lighting has been removed from it.

Here is an image of what the planes look like (Left working, right being a pain!)

http://imageshack.us/f/534/unity.png/

And the normal map

http://imageshack.us/f/26/unity2.png/

I am using 3DS max 2012, Unity 3.4 2f3.

I have searched a few other threads for answers but to no avail;

http://answers.unity3d.com/questions/55129/normal-map-bump-diffuse-turns-objects-dark.html

http://forum.unity3d.com/threads/80646-Normal-map-problem-(messes-up-shadows-lighting)

Any more information you would like, please just let me know - I really need to find a solution!

Thankyou.

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Answer by cupsster · Feb 15, 2012 at 12:29 PM

3DS max uses default x+ y- z+ coordinates when it renders normal maps I think, so if you want correct normal maps make sure you set up it as x+ y+ z+ and use normailze in Photoshop to be sure.

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