Issues with baked normal (3ds Max)
I have some issues using baked normal maps. I have been using UE4 for nearly two years and never had any big trouble with my normal baking pipeline. But since the switch to MikkT tangent base it just doesn't want to work at all. Any tougher gradient gives massive shading errors, no matter what I do. The only solution is to use hard edges with UV splits at higher degrees.
Baked a simple box, left side has soft edges, right side has hard edges.
As you can see it is perfectly fine in Marmoset. (or at least perfectly usable)
Any idea what should I do? Is it not possible to bake normal maps in Max anymore?
asked Nov 16 '15 at 04:35 PM in Using UE4
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