Normal Map seams glitch
Hi all, I have an issue with my normal map in Unreal Engine, I modeled a character in Maya, then took it to Zbrush and sculpted it for more details. But when I took the finished model in Unreal Engine, I noticed seams on the arms of the character. I make sure that I have green channel inverted and also smoothing groups enabled when exported the model from Maya. When I was extracting the normal map in Zbrush, I make sure I had selected the Adaptive, SmoothUV, Tangent and Snormals options. If I disable the invert green channel the seams is getting worse. If I zoom it out and play a bit with lights the seams is not noticeable or barely.
Can anyone give other suggestion on how to fully fix the seams? Much appreciated!!!!!
That the entire seams issue in video games. You should put your seams in a place that is not noticeable, also UE4 change the resolution of your textures based on your distance, and that is why when you change position you get different outcomes.
answered Sep 23 '16 at 04:41 PM
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