Hi there! this problem is driving me crazy and i need some help to fix it. When i export the maps to another software and apply the normals it shows every UV seam.
I have tried painting over the edges of uv on the normal map; make the uv edges hard edge in maya; exported the model with different settings; exported normals with different settings; using different softwares to render.
Nothing works and i dont know what else i could try to fix it.
the first screenshot is in Substance Painter and the other are marmoset and unreal.
Replies
It's possible unreal is importing the textures wrong as stated above but my guess is that the tangents etc. aren't carrying through with the model.
That should be easy enough to solve in marmoset - Unreal might be trickier if this is a skeletal mesh, it used to have some pretty shitty restrictions on that sort of thing (may not be the case in recent years)
you can tell it to import normals, normals and tangents or construct them in engine. if you pick that option the mesh should be flushed through unreal into the bake to make sure baker and unreal are in sync. but it should matter if static or skeletal mesh, you have the same options
@gnoop : not putting seams in really obvious places is good advice but it's not a substitute for making sure the model has the correct information in it - you should be doing both
Double check Locked/Unlocked Normals in Maya if you're yousing it. They should be Unlocked and all of them put to the Soften in your(organic) case and baked like that. This way it should be good^^
I never worked for a game using Unreal engine . And there always been seams . SSAO revealing them like crazy and so on . What magic Unreal has is a modern wonder indeed.