I started another thread which actually brought up issues about how to make proper normal maps. Ive started to question if my system for making them is proper because it's not the usual way. My system is cobbled together from several diffrent tutorials. Up until now no one has complained but it would be good to make sure…
They will just create/steal/borrow/bribe/underpay people who make styles and pretend the (a eye), did the thing then mix and match, tests to add variation and say look it learned... unless they have donated brains in some building underground or something, i doubt they can "generate/script/program" and (a eye) I wouldn't…
Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…