I'm having some trouble getting UE4 to display this specific area of my model correctly. It was baked in Toolbag 3 using MikkTSpace with a triangulated mesh. As you can see, the results display correctly in Toolbag 3, however there are a few rogue triangles visible in UE4.
Any suggestions?
Replies
https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/Importing
Are you exporting the normals from whatever program you're using? (max? maya? )
https://docs.unrealengine.com/en-us/Engine/Content/Types/Textures/NormalMaps/Creation
It is worth noting that the issue is present only in two small areas across the entire model. It has since been resolved by changing the topology, however I would still like to find a way to avoid it completely.