Why is UDK doing this? :poly127:
http://s20.postimage.org/5qvbm6yel/spheres.jpg
OK, in this first image, you have two identical spheres exported from Blender. The one on the left was exported without a UV map, and the one on the right was exported with one. Why is not having UVs causing the lighting/normals to get all screwed up like this? There is only a dynamic light in this scene, so it's not like its caused by lightmass or something.
http://s20.postimage.org/wpz6hckvh/spheres2.jpg
Here is a better look at the sphere with UVs. While it looks better, you can still notice lines in the specular highlight which sort of resemble gouraud shading. :thumbdown:
This really sucks. Somebody tell me there is a way to fix this.
Replies
But it makes no sense. Why should UVs have any effect on lighting calculations? Plus that doesn't address why the lighting STILL has issues even after a UV has been added.
Why?
Like I said. Why is this happening. It does not make sense.
If there's no unwrap data, there's some kind of mathematical breakdown in the importer. The tangents point all over the place (presumably just how floating point inaccuracies bias the generation) and then it tries to make sure these tangents and the normal are perpendicular... In an ideal world, the algorithm would make the tangents conform to the normal and leave the normal alone, but UE3's importers don't seem to do this.
Most engines also do this, but they don't show it you, since they're all dirty liars :P