I’m encountering a pretty visible seam in my normal map on an asset. The asset will be small though the issue is present no matter the scale. I’ve scaled up the mesh for better viewing.
I’ve tried flipping the green channel but it doesn’t help, though in my many materials I’ve honestly never encountered a time when I needed to flip the green channel.
My UV’s are mirrored perfectly so I don’t see why there would be an issue. Shading set 180 smooth. I’ve included an example of the blender view & I’m aware that blender doesn’t show normals properly. Any help would be greatly appreciated!
Blender view
UVs (stacked on top of one another)
Green channel flipped
Hello there @O0o0o0osten69!
I think the issue here is mainly tied to the mirrored and stacked setup you are using. If your bake is tangent based, the normals won’t look as intended when stacked. I would give both sides it’s own space, or set one of the halfs in the offset grid of your UV. And there are other factors to consider, let’s try to cover them one by one, starting with Blender:
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Make sure your bake space is set to Tangent, and that your mirror modifier is applied before the bake (in fact, try to apply all transforms/modifiers for baking and export)
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Clear any sharp edges that may be present in your mesh, using Edit Mode > Edge > Clear Sharp
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Go back to Object mode, right click your mesh, and set it to Shade Smooth
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Check your normals and faces orientations, and apply Recalculate Outside if anything looks flipped
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As a separate test, you can try to apply a triangulate modifier in your mesh, which will prevent UE from triangulating faces on its own, and getting a different result
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Check your export settings, set Smoothing to Normals Only, and tick Tangent Space
Now we move to Unreal Engine, and what to tinker with on its side:
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When importing the mesh, you want to have your normals and tangents from Blender, so check UE import settings, and prevent it from recomputing them

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In your normal map, you want to make sure that the compression settings are set to Normal Map, and that sRGB is off, this is critical for proper visualization
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Open your mesh, search for build settings, enable Use High Precision Tangent Basis and Full Precision UVs, then apply the changes