Why is my normal map shading better in blender?

Hey it’s my first post here!
I modelled a bodyarmor that shades pretty ok in blender with a normal map baked from high-poly applied. However when exported to unreal, the poles in the low-poly mesh becomes very visible, even though they are hardly seen in blender. I’m new to shading, am i under the wrong impression that as long as you bake a nice normal map, the low poly can have just about any topology and not have to worry about poles? Do I have to go back and retopologize the poles away, or is there something I need to do in the node setup additionally?

I use poles to keep the polycount low, but I’d rather it not look like this if I can help it.

Also I did invert the green channel on the normal since I use directx in unreal and blender uses opengl.

Blender:

Nodes:

I managed to resolve it, the issue was that I didn’t triangulate the mesh before baking on the normals. After doing so I was able to go pole bonanza on it without issues.

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