So I've been looking around at a ton of articles and threads involving this, and after grabbing info and methods I'm still struggling to get a decent result on my leaf cards. A main problem is that most of them are for Max or some other 3D suite so trying to translate that info to Blender is tough, but nonetheless here's my issue:
So far I have:
Used the normal editor in Blender, selecting a sphere and
a half sphere to project normals to, neither really worked.
Having the Auto smooth option selected, and then again with Double Sided option selected as well (while using the normal editor)
Turning off 2 Sided in my leaf material in unreal, which looked awful.
I import into unreal with Normals and Tangents, while exporting from Blender with Smooth Faces and Tangent Space selected. Tried these turned off as well.
As for the leaves I initially had them as 4 planes, each with the same texture and completely flat, but read that having not completely flat would make a difference but no such luck. Unless they're still to flat? I'm also not sure if my leaf placement is correct. I'm going off this (
) tutorial, but I'm not trying to achieve that exact style so more problems arise, but even if I do the exact same as him I don't get the same results
I read on one of the threads that because the 2 sided material messes up the vert normals, I would need to duplicate the faces and edit the normals, but I'm thinking clicking the "Double sided" option next to "Auto Smooth" does that? If it doesn't I'm not sure how I would go about that in blender as the faces would be overlapping I would think? Here are the leaves with normal editor and a half sphere(Round Cube), I triangulated them in hopes of making them less flat with as little added geo as possible:
I'm still pretty new(like really really new) to unreal and this style of leaves in general so any help is greatly appreciated. And sorry this post is kinda long! Thank you for reading