Can anyone help me? I’m quite new to UV Mapping and I have unwrapped this model and when I put it into Unreal, my texture suffered a light cut.
Into Substance Painter it looks really normal. As you can see, the details of texture are following along but the light is way different. Anyone knows what it could be?
If it’s static lighting then I think it’s not your material but your lightmap! …maybe you have the separate lightmap islands where you see the cuts… if you would have a different lightmap where you would have your cuts at less visible places…
Lightmap uvs are the most important things in static lighting results! …basically wherever you have a cut there is a possibility for light/shadow errors! But you have to have cuts because of the overlap problem…
Just found out the problem is all about my normal map. I generated it using height level on substance painter but it seems to be too strong when it comes to the borders (seams).