Did you import the same fbx to substance and unreal? and try invert the normal maps green channel/y in unreal, see if that help, I had a problem like this with xnormal because green was inverted compared to unreal, but was fixed by changing settings.
Hello Mcgreed, thanks for responding! The same fbx is used in substance as unreal. I flipped the normal maps green channel and there was no change unfortunately as you can see: Thanks for the suggestion though
A few suggestions: 1: Make sure the settings in Substance designer are set as noted here https://support.allegorithmic.com/documentation/display/SPDOC/Project+configuration Make sure the "compute tangent space per fragment" is checked and that your normal map tangent basis settings are set to MIKKTspace. Rebake the normal…
So I'm making a scene in Unreal but this one import is giving me a lot of trouble, It looks like this in the engine: As you can see the topology is very clear even through the material. When it's supposed to look like this (substance designer) I'm unsure what I'm doing wrong since I was able to import every other mesh in…