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Very visible normal map seam and shading errors.

an173
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I guess it's yet another one of those noob normal map threads, but I've read through most of them and can't seem to get mine solved. So excuse me if the cause will turn out to be too trivial.

This is what I see in the UE4 viewport, you can also tell the light direction from the directional light actor:

:

This is the jarring seam up close:



The very same normal map displays correctly in Marmoset 3:



The issue inside UE4 is definitely normal map related, since the shadows behave correctly just with the albedo in the material.

The normal map is baked inside Substance Painter with the forward and rear distances of 0.03 and "compute tangent space per fragment" ticked on mesh import. In UE4 I "import normals" with MikkTSpace, normal map imports as normal map and the green channel is flipped. The mesh is all smoothed and normals averaged in Maya. I also tried it with hard edges on UV island borders, but that changed nothing. Baking in xNormal is no different (compute tangent space in pixel shader enabled). I've been stuck at this for an embarrassingly long time now, so any expert advice is greatly appreciated.

LP: https://drive.google.com/open?id=0Bxiv4nwNFlKhV0xfVE1jVE9lcUE
HP: https://drive.google.com/open?id=0Bxiv4nwNFlKhcllvaU1nTERlcEE

Also, here's the albedo texture so that you can tell how badly that normal map shadowing affects it in direct sunlight:



Thank you


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