Hi, my workflow is Modo -> Unreal4. I’m trying to model and render a local old building. Right now, I’m at the front door and I’m having wierd normal rendering.
See the pictures.
I’ve checked everything: 1 UV map in modo then U4 make an additional one when importing; tried 3 ways calculating normals and importing them when importing the mesh;
I’ve noticed that the problem is the normal map.
My normal map workflow is the following:
- modo -> low poly front door, mesh cleanup
- modo -> make a high poly
- modo -> make the wood detail (here I make use of modo’s technique of “freezing” a mesh considering a displacement map)
- modo -> bake normal map (by using the high poly nto the low poly)
- modo -> export low poly fbx and diffuse and normal map (just baked!)
- U4 -> use door, create material, apply it to front door and…
- U4 -> ISSUE: bad normal maps.
Can someone help please? Thanks.
Regarding the pics, I’m moving the light from left to right. Last pic is without the normal map active. So, I guess the problem is in the normal, but don’t know why…
Pics links here, because Im getting errors trying to upload them here!