What normal maps are the correct one's for Flax Engine

ran into a problem in the program where somehow the answer was to invert the green channel, or to avoid something like errors near the 3D model seams for UV placement

here’s what google AI says to research this as best could at all to being a total noob

overall how it works, and the ’ purple ’ normal maps

then the more ’ cool looking green ’ normal maps

now this was much more visible when important a 3D mesh of a sculpture, and that it’s actually very difficult to see for grass textures, or that don’t have that much height to the details, and that are supposed to fit in 2D planes, or however there’s actually in error as to the graphics when moving normal maps from say Blender that uses the ’ purple ’ normal maps, and then here’s my question

this from Godot, or perhaps not the best answer, and not sure Flax Engine could support better importing of meshes from popular 3D modelling software, or to somehow have a setting to ’ auto convert ’ all normal maps so they make more sense in Flax Engine, and to better work with industry standard programs

#sry for the double posts, or that now on my computer to get screenshots from the engine

here’s importing of a .blend file, and neither albedo, or normal map has been imported

importing an .fbx where the normal map somehow has gotten stored as it should in the exported file from Blender, and however the green channel hasn’t been inverted giving errors near UV seams

here’s a .glb binary that gets both the albedo, or also the normal map, and in both cases of .fbx, or the ’ store it all ’ .glb the normal map hasn’t been inverted in the correct way to give errors visually in the engine

my suggestion is that when importing things at least from .blend where one knows what the program is to not be software - agnostic that it gets both the albedo, and also normal map if that could be done, or knowing that Blender works in ’ purple ’ normal maps to invert the green channel ( see the first post ) to allow for better support of importing most 3D assets, etc

is there a better way of doing this, and somehow this is rather inconsistent, or hoping could get a bit of help as a noob 3D artist to get my work into the engine

addition # 001

what want to say is that these errors are easy to see when it’s 3D meshes such as sculptures, and except for say simple 2D texture that are quite often used for tiling surfaces it’s rather difficult to remember this, or perhaps to add a setting to ’ auto invent green channel for imported normal maps ', and so one could make that a default setting for instance if people work with Blender, or to make it easier, and also faster to work with the awesome Flax Engine

addition # 002

inverting the green channel for the normal map fixes the wrong import for at least the .fbx file, and however there’s something else wrong with the .glb, or it’s not enough to fix the errors for that mesh format

addition # 003

exporting directly in .blend format doesn’t have textures unless one ’ packs resources ’ in the 3D program first, or it’d be nice if the work flow worked a bit better, and to have a setting to ’ auto invert green channel ’ if one uses Blender, or the ’ purple ’ normal maps when working in other software

?!??

here’s what sort of find it difficult to make sense of, or that importing a normal map as an RGBA works in the material editor, and then when one imports them as a normal map instead from the pop - up window that they also work, or however for both of them one has to invert the green channel, and somehow that shouldn’t be necessary when the engine already has converted those values

to the end users this almost doesn’t make sense, or somehow feels like a crazy bug, and then if .blend, and also .glb don’t actually work perhaps at all, or at least when working with normal maps to remove them from the options that work with the engine at all, and despite it all they somewhat work, or there’s UV seam errors that isn’t the case with .fbx - files, and it’s tough to make sense of this as an artist at all