On some of my models that I import to work on in quixel, I get parts of the model that seem super shiny, and cause generation errors. On this ammo box, this is what I see in quixel.
Most of it looks fine except for the sides, they look correct both in blender and in UE4. Is there some setting that I am missing, this is the normal map
I know it looks wrong there, but that is just to compensate for the large tris that make up the sides of the box, and it looks correct in unreal.
Please help. :poly122:
Replies
highligthed areas are the most noteicable.
Loggie. I don't quite understand what you are saying, that is a beveled edge, not a smoothing split.
Basically, your box has hard edges. Wherever there are hard edges there tend to be a smoothing split. If you are unwrapping a box, all the 6 sides need to be seperate UV islands, not attached to each other like your UV sheet shows us (where i highlighted). But it can be hard to understand so read a bit in the thread i linked.
It's pretty obvious that it's the main reason unless something i overlooked, since the normals are all messed up on your biggest island. Beveled or not it doesn't matter since it looks like the HP is beveled. As long as the LP isn't there is your problem.
Loggie, thanks for the tip with the UV edges, I am working in blender so Im not sure how the smoothing groups work there. it all displays properly in blender though so I'm not sure if that's the issue.