Did you export/import the tangents/bi-normals in the .fbx from Max. Because the tangent basis of UE4/Max is different you need UE4 to respect the Max t/b-n. With so many modern, mikkt-based baking options available these days, if you are going to be using UE4 a lot I would recommend baking elsewhere. Max baking really is a…
sorry for the late reply, thanks very much for the response. ok so if i export with tangents and bi normals checked, do you think that will solve my problem becuase ue4 will be able to get the tangent basis correct? please correct me if im wrong. Thanks
thank you everybody for the helpful advise. ive managed to fix it by adding a chamfer to the hard edges in 3ds max and assigning 1 smoothing group to the piece and that gave me the smooth edges i was looking for in ue4. this an image of the result. please tell if you think it looks right or not. again many thanks for all…
ok ive noticed another problem which is visible in the last image i uploaded. if you look at how the light is falling onto the plate and bolts you'll see that the light is coming from the bottom up rather than top down. sorry if that doesnt make much sense. i only noticed it when i was playing with the lighting in ue4 for…
ok so ive hit another issue with the baking. the edges are creating this black line around the hard edges. i understand why this happens because of the normal ray projecting perpendicular to the 90 degree face. i tried it with different smoothing groups, chamfered edges to add a 45 degree angle ray and i dont want to break…
ok so im back again lol. i still keep getting this weird line at the hard edge. ill explain the process im using and then show a screen at the bottom of the problem im having. any help would be greatly appreciated. Thanks 1) i have my low poly, high poly and cage 2) the low poly model has split uvs at any sharp angle 3)…