can anyone help me?

I've just finished texturing a model I made. After I import the mesh and the textures in UE4, I've encountered this shading fragments.

This are screenshots on UE4:





This is how it looks like in substance painter:


And this is the model on blender:


EDIT: I'm not too sure with the all quads solution. I've tried ripping a part of the model that is all quads but it's still giving me weird shading.

New blender screen capture: enter image description here enter image description here

  • $\begingroup$ They all appear where there are tris so you should try to make all quad base geometry $\endgroup$ – pons de leon Aug 10 '19 at 8:15
  • $\begingroup$ All quads? Alright. I'll try that. Thanks. $\endgroup$ – zbrtcchr Aug 10 '19 at 8:26
  • $\begingroup$ Some of the fragments were removed when I made the edges sharp and added an edge split modifier then baked the normals using that mesh as the low poly. But some of the fragments are still there, so I'm going to try making those parts quads $\endgroup$ – zbrtcchr Aug 10 '19 at 9:02
  • $\begingroup$ If you have a simpler version with everything quad, maybe you can try this: youtube.com/watch?v=3rlMzsBWtPY $\endgroup$ – pons de leon Aug 10 '19 at 10:18

Normal baking is complicated thing. I'm think, usually your Low-poly must good look wihout normal map before baking. Not have bad shading. So you can for example add some bevels or sharp edges as you wrote. Also try to make quads flat in problem areas. You can check out this: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map


A possible solution to your question could be that you need to try and make geometry that defines the shape of your all quads and then, around corners, add edge loops to surround those defining points (namely sharp corners, etc.). Then, after that, mark those edges (not the esge loops) as creases. It should work after that. Using a subsurf modifier should help on top of this.


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