I am creating a character model in blender. I sculpted a high polygon model, and then i baked normal from the high poly mesh to a lower poly mesh. In blender, i have no problem with seams, the bake works seamlessly, but when i import the model in UE4, i get this huge seam problem that i cannot figure out how to fix. It looks like UE4 is rendering the normal map differently than blender does. I use tangent space normal, but for some reason in unreal, the normal map flips at the backside of my character. I have two images to demonstrate the problem (WARNING: HUGE)
In Blender (no seams, normal map is rendering the sculpted information)
The values in the green channel of your normal map control the up/down vectors. When it’s wrong, light appears to be hitting the mesh from the wrong direction. When you flip it, you reverse that lighting vector information, and everything looks right