hm, what the hell, I've converted object space into a tangent space in Designer and it works alright. There are still some minor issues but it's nowhere near as bad as it was. Now what could be the reason for Xnormal to not work correctly? Also I've tested it in UE4 only, I'm sure it will break in Unity.
Until 5.3 Unity didn't have MikkTSpace support and it needed things to be baked in a different, Unity-specific tangent space for the normal maps to be synced. Also, Unity MikkTSpace maps still have a flipped green channel compared to UE4 MikkTSpace maps. In Unity you might need to change import options to make the importer…
Well, a synced normal map wont be synced with Unity and UE4, they use different tangent basis. There's really only 2 main approaches, don't use a sync workflow, but model and use smoothing groups/hard edges in a way to avoid shading errors from the tangent basis not being synced, or use a completely synced workflow. A…
Your first sentence is confusing. How can a synced normal map not be synced? If you bake with MikkT then results should appear correct in UE4 and Unity. I have no issues with this. And if there is a problem with a given engine build it's trivial to fix at the shader level if you know what you're doing. Synced is better…
Just for the record ... are you aware that you can bake synched to UNity and UE4 directly from Modo 901 upwards with Farfarer's VNorm toolkit? I am using it at work to bake normal maps synched to Unity on a regular basis (mostly technical models) and so far did not encounter these shading errors any more. Though I also AM…
Always have synced normals. But having one smoothing group is actually worse, because after compression hits your texture, you'll get more artifacts where there was harsher gradients. This really only matters with in worst case scenario situations like glossy materials, specular highlights, reflections, and metals.…