Help with normals maps.

Hello!
i have been trying to learn how to make normals (while also learning to model, etc)
so im trying to make tileable textures, like walls, floors, etc… but im not getting the desirable look… any advice its really appreciated:
i’m using blender + zbrush + xnormal.
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But im having these problems… it looks really bad in comparison to a good normal, i think im getting those strange artifacts in the circle because the lack of a background in the model?(blender)
also why every row ends so straight? and lastly… how can i make the effect of concrete between bricks? (mb pick a plane and take it to zbrush?, is there a better way?)

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Well hopefully i can get some insight.

Bye !

the artifacts are indeed because you dont have a grout plane behind your stones. you could sculpt something in zbrush for that, but for grout it will most likely be sufficient to just use a flat plane and bake out a color mask for it so you can composite a tiling normal map in photoshop into those areas.
also your green channel has the wrong orientation. try flipping it, so the normal reacts properly to light.

Also, make sure that when you have it set to use normal map compression in UE4

Thanks!, after puting a simple plane and fixing the green channel i think it looks better :stuck_out_tongue:
about the mask for the grout… well ill have to search a tut for it, since i dont know how to do it xD

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thanks again!
cya