Hi there! this problem is driving me crazy and i need some help to fix it. When i export the maps to another software and apply the normals it shows every UV seam. I have tried painting over the edges of uv on the normal map; make the uv edges hard edge in maya; exported the model with different settings; exported normals…
sorry but a seam this visible is never okay. not on a simple surface like this. hiding it elsewhere is not a solution, its a hack at best.you can see in substance painter that it works, unreal and substance should be synced so i assume its some oddly set export or import settings somewhere.
@gbragazziart Its really looking like mesh normals issue it Double check Locked/Unlocked Normals in Maya if you're yousing it. They should be Unlocked and all of them put to the Soften in your(organic) case and baked like that. This way it should be good^^
It doesn't look like a flipped green channel It's possible unreal is importing the textures wrong as stated above but my guess is that the tangents etc. aren't carrying through with the model. That should be easy enough to solve in marmoset - Unreal might be trickier if this is a skeletal mesh, it used to have some pretty…
I agree with pior on sharing files to avoid a guessing game. That said, a default thing to check is whether the normal maps settings are correct in Unreal (Compression Settings set to Normalmap (which will disable sRgb) and correct green channel direction (DirectX)).
In order to attempt to debug that, you also need to show screenshots of the raw model (without textures) in both environments. And also, upload said model and textures for people to have a look.
I never worked for a game using Unreal engine . And there always been seams . SSAO revealing them like crazy and so on . What magic Unreal has is a modern wonder indeed.
@Neox : good to know, i haven't put a character in unreal for years @gnoop : not putting seams in really obvious places is good advice but it's not a substitute for making sure the model has the correct information in it - you should be doing both
Imo some seams are always visible on animated models until they are really hi res . I suggest to just hide them where it might look ok anatomically. Like this shade separating parts of deltoideus . If you change the direction of the seam in trapezius a bit it might look same as a legit shade in right place and nobody ever…
you can tell it to import normals, normals and tangents or construct them in engine. if you pick that option the mesh should be flushed through unreal into the bake to make sure baker and unreal are in sync. but it should matter if static or skeletal mesh, you have the same options