Substance Painter 1.x

Substance Painter 1.x

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Hypnosis Aug 19, 2015 @ 9:03pm
UV seams showing in normal map when rendered in UE4
What can I do to fix this? It looks good in SP, and when I import to ue4 each uv island is receiving different lighting on the normals. The diffuse and other maps are working fine.
Last edited by Hypnosis; Aug 19, 2015 @ 9:06pm
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Showing 1-4 of 4 comments
evilnoob Aug 20, 2015 @ 8:39am 
What program do you use? I had similar issues with modo(make sure enable exporting smoothing groups, transfer vertex map if using 801 and older), also make sure your uv texture name is not named "Texture" (default in modo). It won't remove seams at all but make them much less noticeable
Gonzo850 Aug 20, 2015 @ 8:09pm 
can you show a pic? it could be light maps in ue4. you need two uv sets.
maybe you need to smooth edges before exporting from your modeling program.
wesm Aug 22, 2015 @ 8:37am 
Originally posted by Hypnosis:
What can I do to fix this? It looks good in SP, and when I import to ue4 each uv island is receiving different lighting on the normals. The diffuse and other maps are working fine.

Hi,

Can you please post a screen shot? This shouldn't be the case. A good workflow is to export the low mesh as FBX without tangent and binormals. Painter will bake using MikkT which is the same as UE4. In UE4, make sure that on import of the FBX, UE4 will compute tangents.

Cheers,
Wes
Hypnosis Aug 28, 2015 @ 8:59pm 
This is solved. Thank you very much. Sorry, I cannot show screenshots.
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