Hey guys... I have a problem and I think the picture shows it best. I have no mirrored UV's but one side seems to be weird shaded.... maybe you know what the problem could be. Thx in advance...
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Hey guys... I have a problem and I think the picture shows it best. I have no mirrored UV's but one side seems to be weird shaded.... maybe you know what the problem could be. Thx in advance...
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could you post images of your unwrap and normal map? it will help to understand the problem.
Hey... of course... here is the Diffuse and Normal Map for the Body
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Thank you but is "unwrap" and "normal map" and to be able to help post full images not a partial normal map and partial diffuse(exchange diffuse for unwrap image). Thank you again.
Oh ok, sry... I hope the following images are what you mean...
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there is nothing wrong with your normal map...... did you imported into UDK with the right compression settings?
That edge just looks like its been hardened. Soften it in your 3D app and reimport, making sure explicit normals is turned on so your normals carry over.
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Maybe the entire hand has a weird normals issue as well? Your normal map looks fine to me so I think it's something with the model itself. Do you get this artifacting with a material with just a diffuse map and normal map plugged directly into it?
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Van we see the Material or Material instant constant?
My Models...Obviously not the best
Looks like a problem with the normals on the hand (may have occurred when/if it was re-attached to the rest of the arm?)
In Blender I would just use the Flip Direction tool, but I don't know if your modeling program has something like that (I used to use 3DS Max and I believe it has a similar tool).
Thank you for all your answers... I am new to UDK so this helps a lot...
at least in Blender all the Normals seem to face in the right direction:
The Normal Map is correctly compressed... I have no idea what else this could
be... Here is the Material Setup:
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Are the edges softened on the hand? If the normals were reversed the faces wouldn't be visible. The weird shading seems more like hardened or softened edge (aka smoothing group) problems.
My Portfolio: http://jessieg3d.com
Library Environment Thread: http://forums.epicgames.com/threads/886604-Environment-WIP-Old-Library
The whole body has the same smoothing group... just like the wrist:
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have you tried pluging the normal map directly to the material? I mean without the multiply node and the constant 4 vector node...
Your normal map is not imported properly, you need to use normal map compression. Once it's imported correctly it will show up more blue in the material editor, like right now it's looking like 0.5 blue, but when it's imported correctly it will show up as like 1.0 blue.
Yep, you must do it when you initially import, changing afterwards doesn't do it.
awwww ...... I told in the previous page about compresion settings **feels envy of darthviper**
I remember it well because from when I had to figure it out the first time
I'll be first to solve the problem next time, I swear on my life......LOL
Yeah you said in on the first page, too. But I didn't try it while importing. Nevertheless.... It was my fault... you were also great!![]()
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