The normal map in your test is not hiding the hard edge like in the Insomniac version but your normal map looks pretty similar. Maybe the values aren't quite right in your normal map. Or maybe the edges in the normal map are too wide.
Again, your edges are not at 45 degrees. You should use the height to normal world units filter in substance or render some normals in something like max to get those 45 degree angles. You can also adjust the strength of your normal inside unreal but that takes some trial and error.
Again, your edges are not at 45 degrees. You should use the height to normal world units filter in substance or render some normals in something like max to get those 45 degree angles. You can also adjust the strength of your normal inside unreal but that takes some trial and error.
Replies
https://80.lv/articles/ultimate-trim-generator-for-substance/
Didn't bother with edge damages either and was extra careful making sure the corners of the bevel lined up with the UV corners.
looking better?
https://80.lv/articles/ultimate-trim-generator-for-substance/
Didn't bother with edge damages either and was extra careful making sure the corners of the bevel lined up with the UV corners.
looking better?
https://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1