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What's Wrong With KSP/Bumped Shader?


Tosh

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Never used unity; it\'s taken me a couple hours just to get my first test part displayed and in the correct orientation (without the node_collider showing up - o_O). If I might ask, how are you applying the normal maps?

I\'ve got both maps imported, and their material shaders set (texture map as Diffuse, normal map as KSP/Bumped) but I seem to only be able to apply one at a time to the zTank mesh.

See pics: http://imgur.com/a/hPg5R#1

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Never used unity; it\'s taken me a couple hours just to get my first test part displayed and in the correct orientation (without the node_collider showing up - o_O). If I might ask, how are you applying the normal maps?

I\'ve got both maps imported, and their material shaders set (texture map as Diffuse, normal map as KSP/Bumped) but I seem to only be able to apply one at a time to the zTank mesh.

See pics: http://imgur.com/a/hPg5R#1

Select zTank_norm material (as shown in your first picture), and click on its name in Inspector. You\'ll see two texture slots there -- one for a texture and another one for normal map :)
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I have problems as well with normal maps in Unity and KSP.

I have a rather flat model as a starting point, a low-poly model (here shown without diffuse texture for clarity):

rendermaxnonormal.th.jpg

Then I generated normal maps, part by using the 'Render To Texture' utility of Max (I made a high poly model for that) and in part using Nvisdia plugin for Photoshop. The rendering of the new model with normal maps in Max is good:

rendermax.th.jpg

But when imported in Unity and applied the KSP/Bumped shader, shadows are reverted in the up/down direction:

renderunity.th.jpg

Other example:

in Max:

rendermax2.th.jpg

in Unity:

renderunity2.th.jpg

EDIT:

in game, shading is wrong as well:

screenshot9ba.th.png

I hope there is a way for making normal maps generated in Max and using Photoshop Nvidia plugin to be correctly displayed in Unity and in game....

Maraz

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But when imported in Unity and applied the KSP/Bumped shader, shadows are reverted in the up/down direction:
Check that texture\'s settings in Unity.

Texture Type = Normal Map

and

Generate from Grayscale = OFF

(since you\'ve already generated a normal map using NVidia plugin).

If these settings are right, and model is still displayed wrong, PM me .DAE file and a normal map, I\'ll try to sort it out.

UPD (upon closer inspection of your pictures): BTW try to setup the light in Unity exactly the same way as it\'s done in Max. The lights are quite different in 2nd and 3d pictures; it\'s hard to judge is there something wrong with normals :(

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Thanks for your help.

I checked the texture settings and they are those you wrote.

By moving the light in the Unity and Max models one can see celarly that shading is wrong in the Unity model, because light seems to be coming from the bottom when instead it is over the model.

I am sending you via PM the needed resources.

Bye

Maraz

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By moving the light in the Unity and Max models one can see celarly that shading is wrong in the Unity model, because light seems to be coming from the bottom when instead it is over the model.

Thanks to Tosh, the problem was solved by inverting the Green channel in Photoshop, thanks Tosh!

Maeaz

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Thanks to Tosh, the problem was solved by inverting the Green channel in Photoshop, thanks Tosh!
You\'re welcome :)

BTW from the files you\'ve sent me I finally learned how to make bevels. Thanks a lot))

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