When i import Normal Map it's beacoming flat

When i import Normal Map it’s beacoming flat and i don’t know why ?

Normal Map

Import in unreal engine

Maybe im dumb :frowning: ty for any responds

is the normal map before you import it 8bit or 16bit?
If its 16 bit, convert it to 8 bit before importing.
If its 8 bit, then… I dont know what the issue might be.

16 bit but I tried to convert it to 8 bit, it doesn’t change anything. I tried to import a normal map from Megascans and the issue is still there, but maybe it’s normal. And tried on a new project, the issue is still there too, so maybe it’s okay. But thanks for u respond :slight_smile:

I’m not sure what you mean by flat as, to my eyes, it has depth. Either way, UE has an option for inverting the green channel of a normal map; perhaps, try activating/deactivating that.

If it looks ok on your model, it’s probably fine. The difference in look is probably the color space… the png is drawn in sRGB (Visual Image), where in unreal a normal map is treated as Linear (Data).

This looks ok to me. UE5 shows normal map less saturated inside texture asset editor.
What I would check in your situation:

  1. If you import OpenGL (RGB= X+Y+Z+) normal map, then set Flip Green channel checkbox to YES,
    if you import DirectX (RGB= X+Y-Z+) normal map, then set Flip Green channel checkbox to NO.
  2. Compression setting has to be BC5 (Normalmap), which UE applies by default (I can see you have it set correctly).

a) Create a material with default settings, set base color to white, drag & drop your normalmap, attach it’s RGB output to Normal → compile and save the material.
b) at your level, add a plane (Level Editor → Add → Basic shapes → Plane), drag & drop material (a) onto it and visually check if your normals look correct.
c) If they look correct - the problem may be within your mesh UVs, maybe your mesh UVs don’t cover the normal map areas with details you need.
If they don’t look correct - maybe the problem is that real colorspace of your normalmap is not Linear, otherwise I’m out of ideas.

Did you try to visually check your normalmap on a material on a mesh?
Did you create normalmap yourself or use someone else’s?
Did you check mesh UVs you apply normalmap to?