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Strange UV / Normal Lighting errors in humanoid mesh

wrongnormals.PNG

Hey there!

I don’t get this mesh to get displayed right. Normal flipping doesn’t fix this, the normals seem to face the right direction, when I flip them I can only see the inside-faces. But somehow the one half is renderd right, the other one not. I did not assign anything in Blender, just designed the mesh. Any ideas on how to fix that? Thanks in advance :slight_smile:

(I just noticed that the picture is unfortunate to see which side is wrong, but the left side is always more disturbed and has dark patches and stripes and is darker in general)

It doesn’t really look like your mesh normals are setup correctly, and likely the normal map isn’t rendered correctly either. But also make sure that the normal map is set to normal map compression in UE4 otherwise it will not render correctly.