Please help, normal map issue (with pics!)

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:

  1. modo -> low poly front door, mesh cleanup
  2. modo -> make a high poly
  3. modo -> make the wood detail (here I make use of modo’s technique of “freezing” a mesh considering a displacement map)
  4. modo -> bake normal map (by using the high poly nto the low poly)
  5. modo -> export low poly fbx and diffuse and normal map (just baked!)
  6. U4 -> use door, create material, apply it to front door and…
  7. 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!

Please, any hints?

Check this post (http://www.polycount.com/forum/showthread.php?t=139009). There are some excellent guidlines posted for modo to ue4 pipeline.

Best Regards

thanks a lot!