Normal map wont act right in GODOT engine

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:bust_in_silhouette: Asked By arminalcapon


i have this ak model that i wanted to export to godot. i used both bettercollada export and the gltf exporter

both work well in term of exporting the model but in godot when i apply my normal map, i dont get the result im looking for.

i checked the model and the normal map in unity and sketchfab, it worked well !

does anyone know what im doing wrong here?

normal map is attached, im using godot build 3.0.6 stable

:bust_in_silhouette: Reply From: MysteryGM

Looks like your normal map is flipped. So either your tangents didn’t calculate correctly or the green channel of the normal map should be inverted.

My money is on inverting the green channel.

:bust_in_silhouette: Reply From: DavidPeterWorks

I had the same problem in Blender 2.8 with 2d sprites + normal map.

The answer is right. The green channel should be inverted.
I bake normals based on this tutorial.

Render tab:
Render engine = Cycles
Baking → Influence → G = -Y insted of Y.

That solved my flipped normal map in 2d sprites.