I’ve been trying to get normal maps baked in Blender to work in UE4, with no success.
Here’s the summary of what’s happening, and what I’ve tried:
The normal map exported from Blender is rendering as shown in the Original image. The visible seams correspond to the UV seams, and the whole thing looks wrong.
Many existing answers suggest flipping the green channel, which I tried. I also tried flipping the red and the green channels, exchanging values of red and green, and also inverting the values in-material using the OneMinus node. Nothing worked.
In Blender, the normal map works perfectly. The image shows the low poly mesh with the normal map applied in Blender’s GLSL viewport. Note that I have exported the tangents from Blender to the FBX file, and I am importing normals and tangents
in UE4.
In Unity, a similar thing happens when I assign the normal map to a specular detail
material. However, this issue is resolved in Unity by setting the texture type to Normal
instead of Texture
.
Note that all the above images use the same FBX file and the same PNG normal map. This is the simple material I’m using in UE4:
Here’s the [.blend file][3], the [.fbx file][4] and the [normal map texure][5].
Any ideas on how to fix this?