Maybe this could help http://boards.polycount.net/showthread.php?t=51088 ,don't know if its the same problem, I'm kinda a noob when it comes to high polys & normals.
Last edited by nightFlarer; 07-10-2009 at 09:37 AM.
Reason: Because I can.
I've seen that thread but I think the problem here is different: I'm not using any mirror or overlapping UVs and in my case, the seams are not visible on other renders than Unreal Engine:
displayed with Maya or Xnormal everything looks fine
Unless I missed something I wouldn't blame the textures
i haven't done a lot of static work like that, but it be an idea to check the LOD setting of the normal map "after" you have imported it, in a lot of cases it reverts to worldmap and not to normalmap
ps. nice tree
- Warhammer 40,000 for UDK
- UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
UDK Tutorials - Basics - Vehicles - Characters - Weapons
You just gave me the solution, that was a schoolboy error indeed!
There is 2 sorts of Normal maps
-Most of the time we tend to use tangent space normal map, and it make mostly sense when your mesh is animated, the downside being that it is a more resource consuming process.
-And there is objectspace normal map which is unfit for animated object but far more economic for the GPU
As I was exporting a static mesh...the engine was therefore only considering Object space normal maps hence my problem:
I just didn't use the right type of texture so it could not be sorted correctly in Unreal Engine.
If I was going to animate this object later on... Exporting that tree as a skeletal mesh, I would need to switch back my normal map into tangent space.
Thank you all!