Hey PC,
So I'm having this small issue with one of my models in the viewport in SD 5.3. The issue seems to stem from the mesh itself since any custom mesh I use to display in the viewport is borked, on top of that normal maps display really strangely which makes me think it might have something to do with the mesh normals. Otherwise I'm pretty stumped by this.
Mesh itself
Mesh with normals
Replies
As an aside as well it seems that custom 3D meshes in obj format prevents the viewport light from being moved around for some reason.
Dropbox
What are your settings here
And here ?
I'm curious what exactly does that mean? Is it just discarding imported binormals and recomputing them?
- if the fbx has NOT been exported with tangent/binormals, or
- if the "Always recompute tangent frames" option is enabled
then the tangent and binormal will be computed per pixel (compared to per vertex).
If you plan to use/view the mesh and normal map in Unreal Engine 4 (and one of the two aforementioned conditions are valid) then you should enable it.
Also if you do that, you'll have to rebake the normal so that the normal map takes this into account to keep the normal synced.
Another workflow would be to
- export the fbx from max/maya with the tangent/binormals
- in SD, do not recompute them
- bake in SD
- in Unreal, upon import: do not recompute tangents
-> this way the tangent/binormals are always the ones from the mesh