I tried to remove everything except the cubemap. You can see the spike very clearly there. Nothing to do with the normal map then.
It has to be related to the vertex normals. Double check your exporting settings.
Also, if you remove everything and keep just the diffuse, you can see the same issues, due to wrong light calculation on the vertices.
Interesting. This mesh is created through Simplygon, and I checked the output in Cinema. It does have vertex normals, and a phong tag with break on 40°. This is what it looks like fiddling with removing the vertex normals and changing the phong break angle.
mmh… Simplygon… automated polygon reduction is not the best for geometrical shapes.
I would open it in Max, select the bottom cone, and assign a different smoothing group. Then I’d do the same for the cylinder on top. In this way, the hard edges will not share the normals with different surfaces.
But mine is just a supposition. There could be other reasons. It could depend on the triangulation, or on the geometry itself.
For my last game, my designer was building everything from scratch, no polygon reduction. You end up spending more time fixing it than modeling it.
In Max a smoothing group is just a tool that allows you to specify what vertices should share the same normal, making the shape to look round (as on a sphere). If you want to get a hard edge (as for boxes) each face needs independent normals from other faces, or the 90 degrees angle will still look badly smoothed.
So I don’t know what tools you can use, but that is the concept behind.
In the video you posted, it doesn’t look good to me in any case, even when you disable the angle limit. There is still a black spike where is not supposed to be.
Also, I don’t know what are those settings in the video. Never seen them in Max, Unity or Playcanvas. Probably are something similar to the smoothing group of max.
I invited Simplygon support to this thread, and perhaps Playcanvas staff has some clues on to what is going on aswell? As I said, the mesh looks fine with it’s vertex normals both in Cinema and Substance painter. Does that mean this is on playcanvas? any clues @max?
Hmm, I’m not convinced. I do the bake of the normals in Simplygon, then I use Substance painter to paint. Here is a video from Unity trying the two normal textures - first from SImplygon and second from Painter. Seems the simplygon version look great but the painter normals do not. I have to go back to painter to see what I export. Perhaps something is odd there.