I’ve been doing test bakes with xnormal and 3D-Coat, both using the mikktspace tangents, and while the results are mostly OK, I am still getting hard shading on flat quads where the tri-split is. The meshes are already triangulated before baking and import in UE4. I have read everything that Epic has posted on the subject, and tried every suggestion, but I still cannot get the kind of flawless normal mapping that I was able to achieve in Unity with handplane3D. I’m close to giving up on this, because as far as I can tell, it seems to be a bug in Unreal’s tangents calculations. They keep saying that it is fixed, but I’ve seen other users recently on the answer hub with the exact same problem I’m having. I am really hoping that Epic can get this situation resolved soon.
Answer hub thread where other users have the same issue:
Because these artifacts are so noticeable, I am wondering what magical internal pipeline are Epic’s artists using that they are not suffering from this?