Hello guys.
Does anyone know why this is happening with the normals? In substance painter it looks right. Without the normals connected, it looks fine. when I connect the normals, everything is screwed.
Guessing your model normals are inside out or something similar.
Generally when after applying normals you see stuff shining you are:
A) using two sided materials which you should not.
B) have your model normals flipped.
Then again - your shader model is wrong in the first picture, though one can barely make out what it does say. You want the standard stuff, not fancy things unless you are doing fancy things (which considering you are just connecting textures you are not).
Also best practice wise, you need to link UV0 into the UV.
You are linking RGB into spaces that only take Linear values - which is also wrong. Even if somehow it works.
Best practice wise, again, you should probably pack a texture with RGBA as some combination of Roughness Specular Metallic Transparency(or emissive). There is no upside to having a single texture for a single channel unpacked other than quick iteration if you plan to change things afterwards.
Thanks for the reply.
Can you be more specific about
“Also best practice wise, you need to link UV0 into the UV”
How to do that?
Thanks.
Put a uv node in there (maybe u on keyboard for shortcut but not sure), and connect it to the texture UV pin.
You should probably take the basic material learning course for engine 4.X - it should be in the learn tab and maybe you can find a more modern one that shows you similar stuff but for 5.x… either way, not knowing this basic stuff is a problem - it means you are going to be working 3 times as hard in trial and error…