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Normals in Unreal vs Marmoset


So im trying to get normal maps to display correctly but they just wont, Its nothing wrong with the bake since they look perfect in Marmoset Toolbag, The green channel is flipped and everything is as it should be. But i get a nasty crease along my seam and the rest just looks slightly of, it does't pop. There is a feature in Marmoset called Scale and Bias, and when i check this it goes from looking like it does in unreal to looking correct, and i'm sure that its possible to achieve the same effect with the unreal material editor i'm just too dumb to figure it out. Is there any hopes me?alt text

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asked Nov 26 '14 at 09:45 PM in Rendering

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avatar image Emil.Klingberg Nov 26 '14 at 10:03 PM

Also I found out that if i rotate it one way it looks more correct, but if i rotate it the opposite it looks even more wrong, so the errors aren't even constant they change depending on the orientation of the static meshalt text

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I figured out the problem If anybody has the same issue, In the Texture viewer (double click the texture in the content browser) i found that the compressing setting for the Normal map was TC Default, for some reason. I changed it to TC normalmap and voila it works perfectly, however this only happens when i import TGA files from Xnormal bakes and not from Max bakes, its really odd.

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answered Nov 26 '14 at 10:51 PM

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avatar image Luos Nov 26 '14 at 10:57 PM

This has something to do with either the way a program compresses it, or the color value saved. It can be just a tad off resulting in UE4 not understanding its a Normal Map.

I dont seem to have this issue if I use .png, but with TGA it occasionally happens. (Perhaps forgot to disable or enable compression)

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