In my 3D package and in substance painter, the normal map looks great.
In blender
In substance painter Viewport
iRay render
Arnold Render
On importing the normal map to unreal, there are errors in the normal map around the fingernails.
It looks so bad, it seems even the UV map is distorted.
UE4
-
I triangulated the mesh on export from blender to Substance Painter.
-
I baked the normals using Tangent space per fragment and in Direct X format.
-
I imported the Mesh with Textures with Import Normals and Tangents and in Mikk TSpace.
The UVs are on separate UV tiles. Perhaps that is what has distorted the UV’s?
I rarely ask questions but this time I can’t seem to fix this.
I know I’ve done something wrong so any advice on how to fix this would be great.
Thanks in advance!