I'm trying to figure out how to minimise the seams on a modular character. As far as I know the seams are caused by the edge vertices having different normal directions. I've had success using average normals under mesh display in Maya, But I cant get this fix to work on export. The normals seem to revert whenever I export the mesh.
Fixed seams:
Seams revert to being wrong upon export and reimport.
Replies
In general, for almost every model, it's better to put texture seams along natural borders of the mesh.
I've since found out theyre using UE4 2.25, whereas I was using 2.21. There seems to have been some changes to the fbx importer I'm guessing.
2.21:
2.25:
Am I right in assuming this is an import issue? If so can someone point me in the right direction on the import options, I feel like I've tried all of them.
- in the FBX exporter set "smoothing groups" and "binormals and tangents" to ON
- in unreal when you import the mesh set the "Normal Import Method" to "import normals and tangents"
This explicitly imports the normals from your model into Unreal rather than reconstructing them.Ive resolved the issue. The vertex normals were wrong and never should have worked in 4.21. Why they did is just going to be a mystery. Updating the project file from 4.21 to 4.25 wouldnt break the model, but reimporting the exact same model would. I tried every combination of the normal import and smoothing group options. I've fixed the vertex normals in 3dsmax with an edit normals modifier.