so i just baked out normal map on my hard surface model and it looks fine in substance painter :https://gyazo.com/9c1e6d71f38e8672e676ad45e8bade64 but in unreal with export set to targa format :https://gyazo.com/1ac9f12f8bc5950c7794b7b2202cd46a as you can see it has shading errors. But when i export the textures as PNG…
i bake it as directx format. heres picture with flipped green channel :https://gyazo.com/ce4ffd714e0a3c34d3b14d15435597c3 Heres without flipping the green channel: https://gyazo.com/55d6b027b80fb2f24959a6f0f9d07400 Exporting the textures as PNG fixed my problems and targa format gave those shading errors. and do you mean…
Thx for the help weardly enough i set the project to OPENGL and now i can export textures as a targa file type and get same results as in substance (no shading errors) but like you said i needed to flip green channel. So this pretty much fixed my problem as i can export my textures as targa file and no need to set…
Yes, what I'm saying is that both SP/UE are using directX so you shouldn't be flipping green. And yes, the high-poly, as that's the bevels that are baking down.
The green channel is flipped in UE. SP is defaulted to DX(which is what UE uses) did you bake in OpenGL? Just as a piece of unrelated advice: your corners are way too sharp and will be unreadable/mip badly in-game. It is common practice to exaggerate your baked bevels for game assets so that they get more pixels on screen…