Today I ran into a problem while trying to use a scene from Blender in Unity.
I used a texture atlas and unwrapped some tiles.
Afterwards, I built a scene out of them.
When I load the scene in Unity, the mesh itself and the diffuse map are fine,
but when I use the build-in Bumped Diffuse shader and a normal map I created,
Unity will show me a checker-like error.
Here are some images:
Using only the diffuse map:
Using diffuse map and normal map:
Some more information, if required:
I am using Blender 2.71 and Unity 4.50f6.
Also, I use the .blend file in Unity directly.
Does anyone have any ideas how I could solve this?
I should also note that I unwrapped one original tile per sub-texture and mirrored that tile so that it seamlessly connects to the other tiles of the same sub-texture. Afterwards, I mirrored those tiles, too, in order to get 4 tiles that can be placed in the whole scene seamlessly.
After I thought this could have caused the problem, I tried not mirroring the tiles, but the uv unwrap instead which led to a similar look.
I also checked the normals. They seem to be fine. I use backface culling in Blender and Unity uses backface culling anyway. There are no holes in the mesh that aren’t supposed to be there.
Many thanks in advance,