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UDK ignores normal map along uv seam

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    UDK ignores normal map along uv seam

    Can anybody explain to me why UDK would ignore normal map info where it spans across uv seams? This behavior doesn't exist in 3dsmax, maya or xnormal.

    #2
    While importing, did you use the normal map compression type ("TC_Normalmap") in the Import dialog compression settings?

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      #3
      Originally posted by percydaman View Post
      Can anybody explain to me why UDK would ignore normal map info where it spans across uv seams? This behavior doesn't exist in 3dsmax, maya or xnormal.
      Try rendering the normal map so that you have the different UV islands in different smoothing groups.

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        #4
        yes, I chose proper normal map compression. And the uv islands already have their own different smoothing groups.

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          #5
          Okay, that's strange. Could the normals be messed up in some odd way?

          If nothing else works or inexplainable mesh/normals stuff happens I often resort to exporting the mesh as an obj in Max (in most cases as quads to preserve topology) and then reimporting that obj (try optimizing settings). But no idea if that would help in your case.

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            #6
            Did you uncheck SRGB ?

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