0
$\begingroup$

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:

UE4Screencap3

UE4Screencap2

UE4Screencap4

UE4Screencap5

This is how it looks like in substance painter:

SubstancePainterScreenCap2

And this is the model on blender:

BlenderScreenCap1

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

$\endgroup$
4
  • $\begingroup$ They all appear where there are tris so you should try to make all quad base geometry $\endgroup$ Commented Aug 10, 2019 at 8:15
  • $\begingroup$ All quads? Alright. I'll try that. Thanks. $\endgroup$
    – zbrtcchr
    Commented Aug 10, 2019 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
    Commented Aug 10, 2019 at 9:02
  • $\begingroup$ If you have a simpler version with everything quad, maybe you can try this: youtube.com/watch?v=3rlMzsBWtPY $\endgroup$ Commented Aug 10, 2019 at 10:18

3 Answers 3

1
$\begingroup$

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.

$\endgroup$
0
$\begingroup$

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

$\endgroup$
0
$\begingroup$

Instead of using edge loops or setting edges to sharp, use the auto smooth auto smooth option and set to angle to ~80 degrees. This should help with the weird shading artifacts.

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .