I really apologize if I lead you to think I don’t know how to do normal maps in blender, I sure do, I just never felt I had great results BUT, then again I never got around to finishing it and making a material for it in UE4. I’ll try to do that tonight.
You’re a gem for taking the time to post the video, so out of respect I’ll check it out in case Im missing something.
Thanks also for cursor stuff but what I meant is , I was told that im having issues with 'reimport’ing a mesh. I tried the other day and it came in way off to the side instead of directly replacing current mesh , in place, directly where it is in the scene.
That’s the dilemma I face atm, making sure when I reimport that it replaces the mesh right where it is, all transforms intact ;)_ I have no idea why but last time I tried to import I guess the pivot was off,no doubt to changing it in blender not realizing the mess I was creating for myself. When that happens is there anyway to verify in UE4 what ‘pivot’ the current mesh is so when I reimport I don’t have problems guessing what pivot its expecting ? is the biggest hurdle I think for me , even over normal maps.
So, one Iget normal map working, should I ditch the idea of splitting mesh into 5 pieces ? ( because its proving not to work at all as ‘pieces’ I try to grab with ‘b’ aren’t all getting selected and sometimes I can’t seem to get a few strays no matter how much I zoom.
Ty for all your help everyone, very appreciated I hope you know.
Cheers
nl