So basically, what I’m after is a smooth edge but instead I’m getting a weird split halfway. I don’t think it’s related to the UV-map because the cuts/seams aren’t where the dark parts are.
In Substance, make sure you use the DirectX normal map setting in the project settings, instead of OpenGL. There’s more information in their documentation.
Hmm, I don’t know if the problem is with the model or even Substance Painter. I followed that exact tutorial when I made it and everything looks fine when I apply the texture in Maya.
It seems like your issue is all fixed, but I just want to add in that Substance Painter 2.5 has a very good Unreal Engine export now and I suggest using that.
My problem isn’t fixed because I need it in UE4, not in Maya unfortunately
It still looks wonky in UE4.
How do you do the Unreal Engine export in Substance Painter 2.5? Is it different from just picking the UE4 preset when you create the project and export the textures?
Oh, I didn’t know that! But unfortunately I just tried both converting it to 8 bit in Photoshop and exporting it as 8 bit from Substance Painter, and none of them did any visible difference
I’m sorry, but unfortunately I don’t think I can share the files.
Do you think it could it be related to the lightmap? I haven’t actually done anything with the lightmap yet. The second UV set on the model is named “lightmap”, but right now it’s just a copy of the texture map.
When I click “Build Lighting Only” it gets a lot more pronounced:
Well then it could be a lightmap issue. To check, you can increase the lightmap resolution for this object to a high value. What is the current lightmap resolution?
Well, I messed around with the lightmap but it didn’t seem to make any difference. I tried with resolutions ranging from 32 to 256 without any real results.
I know, I’m sorry I can’t share the assets and I know it’s very difficult to help without being able to get a good overview. I didn’t expect it to be such a difficult issue to solve.