I am using zbrush for high poly, then maya for low poly, then i bake base normal and AO with xnormal and import them all with the mesh inside ddo. I create the material and I let the new material influence the existing normals (the ones I got from zbrush) then I simply click export maps on ddo and I apply all to my material in unreal… I could get the green channel of the normal, set it on multiply on my albedo and soften the normal, this could be a solution maybe?
The problem is that in the mesh viewer inside Unreal, I DON’T see these black spots… my normals are exactly as I want them to be! The problem occurs when I hit play, maybe there is some problem on the light or texture settings?
My normal import is set on normalmap (DXT5, BC5 on DX11)