But when i export the textures as PNG format i get same results as in substance: https://gyazo.com/edd9e39f4a2fde007c0ab9030fd5385e as you can see the errors show up in the normalmap still but it doesnt affect on the look of it.
The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL?
Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen to avoid problems mentioned above.
The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL?
Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen to avoid problems mentioned above.
Yes, what I'm saying is that both SP/UE are using directX so you shouldn't be flipping green.
And yes, the high-poly, as that's the bevels that are baking down.
Thx for the help weardly enough i set the project to OPENGL and now i can export textures as a targa file type and get same results as in substance (no shading errors) but like you said i needed to flip green channel. So this pretty much fixed my problem as i can export my textures as targa file and no need to set textures to PNG format type and thx for the tip for beveling high poly edges more, i already did that and getting better looking end results when baking normal.
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Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen to avoid problems mentioned above.
i bake it as directx format. heres picture with flipped green channel :https://gyazo.com/ce4ffd714e0a3c34d3b14d15435597c3
Heres without flipping the green channel: https://gyazo.com/55d6b027b80fb2f24959a6f0f9d07400
Exporting the textures as PNG fixed my problems and targa format gave those shading errors.
and do you mean the edges are too sharp in the highpoly one? i can try bevel them more in the highpoly one if that is what u mean.
And yes, the high-poly, as that's the bevels that are baking down.