In UE4, is your imported map set to TC_Normalmap compression? UE4 sets it correctly if the file name ends with _n. Have you also tried flipping the green direcly in UE4 to see if that is the problem (it looks like that sort of issue)? What is the issue in the first image though? That looks ok to me.
Also, don't use .obj if using a synced workflow as it doesn't store bi-normal tangent data. Use .fbx and make sure to uncheck the bi-/t option. That way UE4 computes it on import.
Hey Guys, I'm kinda pulling my hair out here, so I was hoping you guys could help. I have these nasty seams around every UV border on my asset, despite using a custom cage (just the actual low poly asset with pushed out faces), and one smoothing group. (Using Unreal's suggested method of a synced workflow between xNormal…
Are you exporting as triangles? The triangulation has to remain identical between the baker and the game engine. Also, for UE4, you need to enable cross product bitangent in xNormal's MikkTSpace options. Hit the plug icon in XNormal, go to the Tangent Basis tab, select MikkTSpace and then hit the Configure button. Tick the…
If you're having UE4 compute it on import then you don't want your exported mesh to contain binormal and tangent data. If you give xNormal a mesh containing those already, it won't calculate new ones for baking. So OBJ should be fine. I'd still use FBX though... just disable tangent data in your FBX export preferences.