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: