This is my issue:
Heres a tutorial I found that describes why this is happening:
http://tech-artists.org/wiki/Normal_Map#RGB_Channels
What I can’t figure out is how to find out what the tangent basis for an Unreal 3 Shader is. Does anybody know? I think the above tutorial is telling me to input the correct positive/negative values for the red and green channels.
I’m using xNormal btw.
Obviously my UVs are jam packed into a tight fit so there needs to be some kind of tangent compensation between the mesh object and the UVs.
I think compensation is happening on bake but the baking settings are not correct, resulting in seams in various places of my character.
Can anybody experienced enough help me get the correct tangent basis settings for Unreal 3?
Cheers,
Paul.