![]() ![]() ![]() You can think of bit depth as how many colors can be in each channel of your image. My problem was twofold - I was both exporting from Blender incorrectly and importing to Unity incorrectly, which is why the problem was magnified at the end of the pipeline. I’ll save you the detective work though and cut straight to the chase:īit depth and compression play a huge role in how your normal maps look in any game or render engine. ![]() That means that the issue has to be with how the maps are being exported or imported. The first clue to the problem is that I can hardly see the artifacts in Blender, but they are extremely obvious in Unity. This artifact looks like what should be a flat surface is shattered into little shards. While working on my course about baking normal maps in Blender, I came across one type of artifact that stumped me up until last week.
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