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.
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
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…
@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
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)).
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.
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…