Hey all--seems like every time I think I'm good at baking normal maps they come back to bite me in the ass. I've spent the better part of the day trying to get this model's normal maps to display correctly in Unreal and I've run out of ideas. Any insight would be HUGELY appreciated. Here's my mesh in Maya, with just the…
Your green channel is inverted, make sure Substance Painter normal map format is set to DirectX. Make sure compute tangent space per fragment is checked for UE4 as well.
For a fully synced workflow with UE4 please refer to this page : https://support.allegorithmic.com/documentation/display/SPDOC/Unreal+Engine+4 Don't forget do use the right settings for your project too, see : https://support.allegorithmic.com/documentation/display/SPDOC/Project+creation
Mentioned in the OP, but flipping the green channel didn't help--it just looked differently incorrect. Compute tangent space per fragment was checked in all cases :)
Hmm, I just tried that--doesn't seem to have made a difference. :( The x-factor seems to be Substance Painter 1 vs 2--when I export from SP1 it works fine.
UPDATE: On a whim, since I just started using Substance Painter 2, I decided to have one last go at baking out the normals in SP2 *and* SP1. I did the same exact steps for both, and I seem to have found something interesting: As far as I know (unless I missed a changed default setting somewhere) I did everything exactly…