Weird/broken normal maps look

https://dl.dropboxusercontent.com/u/91696727/UE4Editor_bug_with_normalmaps.png

On the screenshot you can see that normalmap weirdly appears/dissapears on models surface.
Is this bug or i’m doing something realy wrong? Engine - fresh installed 4.4 on epic quality settings, GTX780 videocard.

Only thing I can think of by looking at the image is a poorly done UV-map.
My question would be, did you unwrap it properly?

Here UV:
https://dl.dropboxusercontent.com/u/91696727/Nope.png
Its 42K poly for a reason, normalmap baking will not fits purpose (demonstration of different materials on it)

The UV-map doesn’t look too bad, but since it looks “pelt mapped” distortions on some parts can occur. perhaps that’s the case over here.
The Normal does look rather odd though.
cant help you there. hope someone can solve it.

Thanks for trying )

Hey Lex4art -

Your edge loops look a little rough which could translate into some distortion in your normal map. Try to straighten your loops out, and make sure that you UVs still look clean and the reimport into the mesh.

Thank You -

Eric Ketchum

Found source of the problem - i’m using Softimage and fbx models appears 100 times smaller in UE4 (it’s common problem with Softimage export to any format - Softimage units is meters but for other software got them as centimeters). So, instead of using UE4 “Build scale xyz” 100x on mesh after import that somehow lowers vertex precision and gives that weird normals bug - i’m upscaling models 100x in Softimage and export this giantic meshes to fbx - in UE4 they normal size. Not friendly way to work but at least this weird bug with normals completely disappears without any UV cleanup: https://dl.dropboxusercontent.com/u/91696727/UE4_Softimage_scaling_bug.png