Hi, I've almost finished working on my game-ready model, and now I'm trying to set up a normal map for it. However, when I assign the normal map to the model, I encounter some nasty banding artifacts. This issue occurs only in UE (I also tested it in Marmoset Toolbag, Blender, and Substance Painter). I use a 16-bit normal map, and I've tried enabling "Use Full Precision UVs" in the static mesh editor, setting the GBuffer format in project settings to high-precision normals. I am using Normalmap compression in my texture settings, with sRGB turned off. Virtual texture streaming is turned on (because I also use UDIM textures), and the sampler type in the material editor is set to virtual normal. I would be very grateful for any help in solving this problem!
![Image: https://us.v-cdn.net/5021068/uploads/editor/5o/khm688mwrdks.png](https://us.v-cdn.net/5021068/uploads/editor/5o/khm688mwrdks.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/mg/81kexx5d1nh4.png](https://us.v-cdn.net/5021068/uploads/editor/mg/81kexx5d1nh4.png)
Replies
Best practice is to not have massive wide gradients in your normal maps
An alternative would be to use bc6h or whatever unreal calls it but that's very expensive