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Terrible shading errors with baked normal map

Hi,

I have some issues using baked normal maps. Any tougher gradient gives massive shading errors, no matter what I do. The only solution is to use hard edges with UV splits at higher degrees.

Baked a simple box, left side has soft edges, right side has hard edges. alt text

As you can see it is perfectly fine in Marmoset. (or at least perfectly usable)

Any idea what should I do? Is it not possible to bake normal maps in Max anymore?

Thanks,
Fisher

My guess is that the mesh in Unreal is not using the smoothing that you rendered the normal map with.

Well, it seems that it is using. Withouth the normal map it has the same smoothed edges as in Max.