Hi there,
Here is the problem:
I modeled a rock in Sculptris, textured it with the texture painting tools, reduced the number of polygons and exported the mesh (in .obj format) and also the diffuse and normal textures.
Then I converted my .obj mesh to .ase, using blender.
Then I imported my .ase mesh in UDK, I made a simple material with the diffuse and normal textures. My diffuse texture is connected to 2 slots: diffuse and specular.
In the static mesh editor, my rock looks fine:
[IMG]
[/IMG]
So I put my asset in a simple level with one point light and you can see it looks crappy.
[IMG]
[/IMG]
Seems like there are some lighting rendering problems in some parts of the texture.
Why is there such a difference between static mesh editor vizualisation and game? And how could I fix this?
The only thing I found so far is to disconnect my diffuse texture from the specular slot of the material: then it looks good but, as there is no more specularity, the relief effect provided by the normal texture is very small. So it is not a real solution.
Here is the problem:
I modeled a rock in Sculptris, textured it with the texture painting tools, reduced the number of polygons and exported the mesh (in .obj format) and also the diffuse and normal textures.
Then I converted my .obj mesh to .ase, using blender.
Then I imported my .ase mesh in UDK, I made a simple material with the diffuse and normal textures. My diffuse texture is connected to 2 slots: diffuse and specular.
In the static mesh editor, my rock looks fine:
[IMG]

So I put my asset in a simple level with one point light and you can see it looks crappy.
[IMG]

Seems like there are some lighting rendering problems in some parts of the texture.
Why is there such a difference between static mesh editor vizualisation and game? And how could I fix this?
The only thing I found so far is to disconnect my diffuse texture from the specular slot of the material: then it looks good but, as there is no more specularity, the relief effect provided by the normal texture is very small. So it is not a real solution.
Comment