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Shading/Normal map issues

polycounter lvl 6
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mobkon polycounter lvl 6
Hey all -

Having some weird shading issues in UE4, hoping someone can shed some light. My mesh is an FBX from Maya with the correct smoothing groups. I textured everything using Substance Designer/Painter and it looks fine. Brought into Marmoset to do some tests and it looks fine as well. But when I bring into UE4, there's weird shading issues on the mesh. Normal map is set to "Normal" under Sampler Type and other maps (besides albedo) are set to sRGB off. Tried inverting the green channel of the normal map to no avail, though I didn't think that would fix it anyway since I am using DirectX normal maps from Painter. I also tried importing as OBJ instead of FBX and I get the same results.

Here are 3 images. The ones from Substance and Marmoset look fine, but you can see in the UE image, there's shading issues in areas I circled. 

Anyone have any idea? Its probably something simple that I'm just overlooking. Thanks




Replies

  • Obscura
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    Obscura grand marshal polycounter
    Make sure you import normals. That should import your smoothing groups.
  • mobkon
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    mobkon polycounter lvl 6
    Obscura said:
    Make sure you import normals. That should import your smoothing groups.
    Ah, yes. When importing my FBX, I had "MikkTSpace" selected instead of "Built-In" normals in the extra drop down options. That solved it! Thaaaaank you good sir!
  • Obscura
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    Obscura grand marshal polycounter
    no-no-no...it should be set to mikk. But there is also a drop down list and you can choose if you want to ignore normals from the fbx, or import it, or import it alongside with tangents.
  • mobkon
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    mobkon polycounter lvl 6
    Obscura said:
    no-no-no...it should be set to mikk. But there is also a drop down list and you can choose if you want to ignore normals from the fbx, or import it, or import it alongside with tangents.
    Ok, got it now. Though my results were the same using "Built In" opposed to MikkT. Couldn't tell much of a difference. But, in the end it looks fine now. Thanks again!
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