I am working on a procedural mossy brick wall material in Substance and I got it to a point I am very happy with:
I was planning to use tessellation and world offset to displace a plane into my brick material, but I learned that UE5 doesn’t like tessellation so instead I used the modeling tools to displace a plane and make an actual mesh out of my height data.
When I export all of the textures and make a UE5 material out of them, the normal maps look really off. The above image has no normals, and here is the wall with normals applied:
Its close, but some bricks dont ever seem to get light even though they should be getting it directly. I have setup the normal maps to have a “Normalmap” compression and they are read in as a normal in the material. Are my normal maps incorrect? I am new to material authoring and I am a bit stumped on how to make the UE5 version look closer to what I want (the Substance Rendered version). Here is my normal map:
Any thoughts or nudges in the right direction would be very appreciated.
Thanks!