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Texturing bump help, any clues?


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So i want to start dabbling in Bump map/specular part, pretty much everything i have made so far just uses the diffuse shader so lacks that bit of depth.

Here is the problem I am facing, below is a shot of the part I am trying to texture (it's an inline size 2 command pod). As you can see from the image below the material that is currently on there is doing screwy things:

NwA1P15.png

The front face, seen in grey is actually the same colour as the light grey/white sides. The area around the airlock is suffering from similar problems as it should not be darkly lit like it is. there should be a nice smooth transitions to the surrounding panels.

below is a screen shot of the Material in Unity which is causing this, when the part was previously mapped as KSP diffuse it was flat but looked right.

BFwf9kl.png

I have done a search of the forums but i can't seem to find anything which might clear up why this is happening. Any pointers to threads which may have previously discussed this or if you guys have first hand experience of how to resolve i would be greatly appreciative.

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1. Make sure your normal-map textures are marked as 'normal map' in unity
2. Make sure they are not set to 'import from grayscale' (or w/e it is called), as that will give some pretty terrible results on an already properly formatted normal map.

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10 hours ago, InsaneDruid said:

correct unity+parttools version?

I'm using unity 5.4.1 and the part tools is the 1.1.2 version from the link in the forum. Is this not correct?

 

10 hours ago, Shadowmage said:

1. Make sure your normal-map textures are marked as 'normal map' in unity
2. Make sure they are not set to 'import from grayscale' (or w/e it is called), as that will give some pretty terrible results on an already properly formatted normal map.

i'll have to double check point 2.

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By the look of the image it seems a problem of space in which the normal map is authored, versus space in which it is interpreted to be by the shader. Usually normal maps are in tangent-space.

Here's some background on this, that can be useful to know:

Spoiler

In the shader, the final normal at any point on the surface of a mesh is determined using the tangent-space at that point (that is an orthonormal frame of reference, using the surface normal as the up axis) and the normal sampled from the normal-map (that is assumed to be defined in the above mentioned tangent-space). The shader then transform the sampled normal outside of tangent-space (in world-space usually) and use that for lighting calculations

 

Edited by ShotgunNinja
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