I am in the middle of an application process which requires an art test. The Test demands a furniture-advertising demo in UE4.
Althoug i have no prior experience outside of Unity i decided to give it a shot and worked by an Max -> Xnormal -> Marmoset Pipeline with Marmoset for Realtime-QC.
As it turns out i have not been abled to reproduce the rather decent Results of Marmoset in UE4. (fig. 2)
The forum search turned up the possibility of a TB-Space issue, since UE4 is described to have switched to this tangent-basis space.
But checking “compute binormal in the pixel shader” only produced a total mess (fig.1)
Things i hace also tried to no avail is flipping green channel and generally playing with the import / compute normals&tangents settings.
Can anyone imagine why UE wont accept my normal maps as they are?