Normal maps from blender are rendering incorrectly!

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)

After exporting to UE4:

Anyone who knows whats going on here, help would be really appreciated!

Try to flip the green channel -> double click on the normal map - search for “green” - flip it :slight_smile:

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I multiplied the normal map with a constant 3 vector with values of 1, -1, 1. And it works thank you!!

Could you explain me whats going on with the green channel?

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 :smiley:

Okay now it makes sense, thanks for the info!

Are the compression settings of the textures correct?

you don’t need to fix green channel in material editor you can flip it in texture properties