Hi polycomunity, I have problem with specular/gloss on my baked normal map. I have some artefacts there, as you can see on image. I simply export from Maya my LP and HP meshes, both are triangulated, LP have smooth groups and normals exported. In xNormal I set Cage and bake classic normal map in tangent space. Then I…
This is a known issue across multiple game engines (it's not really any engine's fault though, there just isn't enough data in an 8 bit image to properly represent the normal vectors). Your best option is to bake a 16 bit normap map and convert it to 8 bit. Once you put the rest of your textures in it wont be as noticeable.
You should import your 16-bit normal map into UE4, set the compression preset to TC_Normalmap, bump up the roughness of the material a bit, and celebrate your inevitable success with a horchata. There's no use worrying about this particular issue so much and there's certainly no use bothering with the Nvidia Photoshop…
Hi Jed, ofc I let UE4 compress my 16 bit textures, I only compress textures in nVidia DDS plugin for this example and how and which format is best or no. In UE4 we have some compression settings, but i dont know which use BCn/DXTn compress method (lack of source information on UE wiki). This is list: TC_Default…