Incorrect display of the normal map

Good day to all. I’ve run into a problem that I’ve been looking for a solution for a long time. I did texturing of clothes in Substance Painter and uploaded it to Unreal Engine 4.27.2. After connecting the textures, it turned out that a strange “bulge” formed on the normal map, which is not visible not in Substance Painter, not in the Marmoset toolbag. Inverting the green channel did not give any result texture has changed, but not much. The most interesting thing is that I used the same model and texture in different programs, the texture is displayed normally everywhere, in Unreal Engine there is such a problem. Can you please tell me what could be causing this problem? I’m also attaching screenshots. I apologize in advance for the Google translator, unfortunately my English is not so good yet.

(This is what the texture looks like in Substance Painter)

(This is what the texture looks like in the Marmoset toolbag. The normal map looks good.)

(And this is how the texture looks in Unreal Engine)


Is the bulge still there if you put the model back into it’s A-pose? Perhaps it is an issue with the skinning, and when the arms are back it’s pushing out the surface.

Unfortunately the problem remains.

This bug occurs precisely in connection with the normal map. If the normal map is turned off, then the defect disappears.

You may need to invert the green channel if your normal map. Ideally this should be done at bake time, but if not there’s a checkbox in unreal in the texture asset.

Unfortunately, this option also did not give the desired result.

But I was advised to use the base model of this clothing and load it as a static mesh. After connecting, it seemed that the normal map looks like it should have been as planned. I think that the cause of the defect is somehow related to either the mesh or the rig. Now at least I have an idea in which direction to look for a solution. Thank you so much for responding and spending your time with me. Have a good day!

I did find a solution. Perhaps this information will be useful to you. The reason turned out to be that in the fbx import settings, another method of importing normals was selected, namely “Compute normals”. After setting the checkbox to “Import normals” all normals began to display correctly.

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