Hi everyone, I’m running into an issue here and maybe someone can help me out.
I unwrapped the UVs, used hard edges, and even triangulated the mesh before baking—and I’m using the triangulated mesh in Unreal—but these artifacts keep appearing. Does anyone know what might be causing this?
I baked the maps in Marmoset and am importing the texture into Unreal; the artifacts don’t appear when looking at the normal map in Marmoset, but they do show up when viewing the world-space normal map in Unreal.
UNREAL:
MARMOSET:
thank you!
looks like you put hard edges in the wrong spot or split the meshlet/mesh section completely. (can’t tell for sure. maya display is maya display. in blender i could tell exactly.) you have enough supporting loops and bevel to use full smooth shading without hard edges. unreal calculates weighted normals if you want it, anyway. you also shouldn’t need to triangulate. unreal does that automatically aswell.
The problem is that when I dragged the .fbx file into Unreal, there was NO OPTION to preserve the normals; I left the overwrite option unchecked, thinking it wouldn’t overwrite them, but it simply didn’t work. Check out this video if you’re dealing with the same situation.
Please, guys, bring back the option to keep the mesh normals—make our lives easier!!.. haha 