Smooth shading help
Yet another person asking for help with vertex normals. Even though my quads are flat, I'm getting seams as if it's two triangles. I've messed around with the normal stuff (Weighted normals, data transfer from high poly mesh to my lower poly mesh, set individual normals by face) but nothing I do seems to work.
Video shows what's wrong better than a screenshot: https://www.youtube.com/watch?v=4oOgrEkFOV4

1 Reply
A) Those are face normals not vertex normals, so viewing them doesn't help debug vertex normal issues
B) The problem you're pointing out is one that's bound to happen when. Projecting a trapezoid onto a rectangular texture. If you can't fix your UVs to resolve it... You either accept it, make a custom texture that accounts for it, or add more vertecies to minimize the stretch.
C) Materials don't transfer from Blender so whatever that stripy visualization you're using is, it's not going to work like that in Unreal and you should see if the problem is as bad as you think it is there. With how simple many of the metals look that level of stretching might be ignorable.
Feel free to ping me if you want so I notice quicker 😄
But that should cover the main things unless there's specific questions.
Textures get stretched and warped unless you add a lot of seams, but that stretching is usually fine. Even when it's the aggressive double triangle issue for trapezoids.