I created a mesh in blender of a dirt wall, and baked its normal map and ao map, when I try to implant it to the game there are some shadows at the edges of the walls.
As can be seen here
I have a second UV channel so it should not be a problem
It could be the normal map but after lots of try and error it looks alright as well
Was trying to figure out what wrong for the last 8 hours, was sure there were some problems with the normal map but fixed it and its looks fine now, I guess will go back and look for more uvs tutorials maybe find the something there.
Thanks for any help.
Ambient Occlusion. You can disable it in the Post Processing settings.
I am not sure if you already build the lighting, but I would model the wall as a whole solid object and not as a single plane. This way you can better stick them together and prevent that tiny gaps between your models occur. The tiny gaps can result in lighting errors. For more information about modular meshes check this site: Modular environments - polycount
In the end there were few problems in blender and normal maps, I exported the mesh in Cysles Render I guess that what made the weird shadows at the edges (or it was because I didn’t made hard edges not so sure with one of those), but after that I was stuck with the shadows that in the center of the mesh, that problem was with in the Normal Map, I have no clue why the normal map that I baked with the cage does not work at all, but when I used the normal map that I baked from only high poly and low poly mesh worked perfectly(After I flipped the green in the texture of it(not like I read it be accident like a day ago from a comment on some old forgotten post -_- and this one mesh took me 3 days to fix… 3 days… ■■■■ it)).
And Rabbit thanks for the link I will check it out later, it will be nice to not have that gap there.