The model looks different than in Blender (weird shadows).

Hello, perhaps my question has already arisen, but I have not found an answer yet. The fact is that when importing a model from Blender, you need to re-create materials, since those created in blender do not work. I loaded the textures and created the materials, but they don’t look like Blender. changing the lighting does not help, the model is low-poly, but the shadows still should not lay down like that. I pre-smoothed the model in Blender, I even had to edit it a little to make it look better (initially the minigun was too “square”, I rounded it with a modifier, besides, the model had some textures applied incorrectly, I had to work with UV maps). I suspect that I created the material incorrectly or am missing something, what could you advise?


Do the normals look ok in Blender?

Yes. All normals rotated properly and displayed correctly.

Can you show the material?

In Blender or in UE?

UE

Ok. Specular should be a black and white map, you can just use the red channel ( for instance ) if that’s appropriate.

Your main problem is that is definitely NOT a normal map! ( should be a kind of purply color ).

I was guided by the name of the textures. As the name suggests, this is a normal map. there were only 3 textures, I could hardly mix them up.

It’s not a normal map, I guarantee it,

Perhaps you are right. In any case, it is very similar, only orange.

Normal maps are never orange :slight_smile:

Did you get a message during import about resetting a texture?

Can you reimport that texture?

Only the normal map … :melting_face:

For normal map there were no messages.

Ok, but is it purple now?

That’s just the point, it was never purple! I exported this texture from the StarCraft2 game editor to play around with the model a bit. There are files of models and textures. The problem is that, firstly, the models are made in M3 format, the unreal engine does not support them, I had to install a plugin in blender to convert the model to FBX format. The second problem is that the textures were originally in DDS format, I converted them to PNG because Unreal doesn’t work with DDS either. But even in the DDS format, this texture was originally orange. Blender has nothing to do with it: the texture was taken directly from the editor and was not subjected to any changes, except for the conversion to PNG. In other words, the normal map did not change in any way and did not lose data. this is probably some special or outdated normal map and unreal can’t handle it correctly. I really haven’t seen anything similar anywhere, but if this is not a normal map, then what is it ?!

In general, I understand what the problem is. This is a really non-standard normal map that is only found in Blizzard games (Hots, StarCraft2). If I wanted to make a custom normal map, I would have to convert the standard purple map to orange using a special plugin so that it would display correctly in the game. Obviously the opposite is also true: in order for the texture to display correctly in the UE, I need to find a way to make it look “purple”. In any case, thanks for giving me this idea.

I’m afraid I don’t know the ‘orange to purple’ converter :slight_smile:

But the normal map has a HUGE effect on how everything looks, so that’s it.

I see something about it here