@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^^
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.
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.
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…
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…