HI, i'm a 3D artist starting to learn UE. I imported my low-poly mesh into unreal and also imported baked normal map for it (directx format). With normal map applied to the model on some details there is a shift in place of UV seams, other details have obvious distortions, and these artifacts appear only in UE, in other software like Blender/Substance Painter there is no artifacts. I would be very grateful if someone could tell me how to solve this problem and even more grateful if someone could explain what causes it.
Hi! I would try turning on "Use Full Precision UVs" for the mesh in the static mesh editor in Unreal. By default static meshes use half precision UVs to save memory.
Edit: Unrelated, if you re-use UV space for mirrored/repeating elements you can increase texel density, meaning less jagged edges. Could use a second UV channel with unique UVs to add variation. Creating details as mesh decal layer would be another option.
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It would be good to have more info (lowpoly shading, UVs, wireframe). Ideally, share files.
Edit: Unrelated, if you re-use UV space for mirrored/repeating elements you can increase texel density, meaning less jagged edges. Could use a second UV channel with unique UVs to add variation. Creating details as mesh decal layer would be another option.