I am just going through some normal mapping problems which is quite minor (I guess?) but I just cant stop thinking about it. So here goes…
I baked a simple mesh with high poly and low poly, where the edges are chamfered, including the low poly. I used 3ds Max to create the mesh and bake the normal maps.
The low poly has only 1 smoothing group, to have smooth rounded corners.
Then I imported the mesh and normal maps to Marmoset Toolbag 2, applied a chromium material, and at first it looks a little wrong at the UV breaks.
Then I inverted the Y. Which means it needs to be inverted.
All looks great! Even though if you look closely, there is still a line. Its ok.
Then I tried to import it into UE4, then this happens.
But then I tried to invert the Y as well, by both rebaking or trying to add (1,-1,1) to the normal in material. And ended up with this:
The line is still there!! Does anyone know why!? Am I missing something? I hope someone can clear this up for me. It is bugging me ever since I started using UE4. Thank you!