Static Mesh Specular Highlight Problems, But Normals Seem Fine
[EDIT: This problem has been solved by importing using binary .FBX rather than .ASE.]
I made a fairly large and complex static model in 3ds Max with two materials and imported it into UDK. (I used a lot of Booleans, and used mirroring to symmetrize the model.) I don't see any problem with the model in 3ds Max, but when I look at it in UDK, it has some places where the specular highlights don't look right. It is as though the normals have a problem, but whenever I look at the normals in either 3ds Max or UDK, I don't recognize any problems. The model has no normal map applied. I have checked the smoothing groups in 3ds Max; I'm pretty sure all polys have them, and all of them appear to be assigned appropriately. I have checked for double faces, double edges, double points and micro-faces. I have checked the polygon normals in 3ds Max, and none seem to be tweaked or inverted. Is it possible that this could be a UV mapping issue? If anyone could give me any clues to what's wrong, I would much appreciate it.
Here's one area with the problem. I am mainly concerned with the issue on the dark rim, but the facets on the tube aren't too hot either:
Here are the UDK normals (green), binormals (blue) and tangents (red) for that area.
Here is the geometry in 3ds Max (realistic lighting):
Thank you in advance for any help.
Last edited by Sword of Apollo; 03-08-2012 at 03:49 PM.
Reason: problem solved