Hi!
I’m a bit confused, what am I doing wrong when baking my normals.
The problem is when I bake in object space, normal looks fine. But in tangent, it looks wrong.
Tangent space:
(Object space, if you want to, you can find in the file attached.)
I need my normals to be in tangent space for my game.
What to do?
File:
DNorman
(DNorman)
2
Maybe your problem is that you did not use a normal map node to plug the normal map into the principled shader.
It bakes fine in tangent space for me, I did extrude the cage a bit and and set max distance for rays to get a clean map.
This is the low poly with the normal map applied.
Thank you!
The blender wasn’t the problem, Unreal was.
I knew Unreal and Blender had different XYZ axis, but didn’t expect it to affect normals.
Now I know.