How to avoid compression and get a 16 bit normal map. I have tried many methods described on the Internet, but I can not avoid the normal map compression, which compresses everything to 8 bit, or 8 bit + dithering when I need 16 bit for smooth surfaces of cars. I really need it
if the built-in functionality does not allow this, then I need a person who can help me with this.
unless I misunderstand what you are saying:
Normal maps store the red channel in RGB (16 bit) and the green channel in the Alpha (16 bit)
It re-generates the blue channel under the hood.
Try to make the normal not power of two size. I don’t tested but if you got a non power of two texture, Unreal do not compress the texture.