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Question by NanoH · Jun 13, 2013 at 08:01 PM · lightmapbakingnormal

Normal map appears to be wrong when generated

Hi

I am making a keyboard model on 3ds max for a unity project. I am trying to make a normal map baking for my model, with the "render to texture" functionnality. The work is almost done, but i have a mistake on the map. you can see the result here:

alt text

(click on the attached below, you will have a better shot)

The problem is that depending on the light is, the sides of my keys haves shadows, but all the same, like if they all receive the light from they front, or from they back at the same time.

I tried to play with the channel options, but i can't find a working setting. How can i fix this?

Thank you for reading.

shot.png (481.3 kB)
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Answer by OP_toss · Jun 13, 2013 at 08:19 PM

You have to invert the green channel of the normal map. Don't ask me why...

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Answer by NanoH · Jun 14, 2013 at 12:47 AM

Works, thanks. I had an other problem, the "Create from grayscale" in the unity texture parameters was on, screwing up the lighting.

Thank you !

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