Hi, I know this has been asked several time and for all different solution
. Ok So i have plain white (sci fi med lab/ Research Facility) style walls. I have added subtle dust dirt all over on texture to make it not look super white, i would say the colour is more like off white (cream).
The reason i mention about colour is that i read somehere on forum that UDK has issue with clean textures or surfaces, and yes i would agree as my issue is gone once i apply my same texture with lots of details added on. I am using 1 1024 sheet for modular purpose.
So any ideas how one would have nice clean old looking plain white metal walls in UDK, I can live with chaning the colours and have more details on mesh
BUT for some reason my head is kinda at work with UDK, as to why should i surrended to its issues when i know people have made nice clean plain metailic surfaces with nice shadows.
I can post pics too, but i assume it is a very well known issue in community.
NOTE: I am not into issue which is Before lightbake all nice sharp shadow after bake its all messed up ( this is solved bu increasing Cascading Whole secen dynamic radius to about 3500 in light property). Mine is on plain white Metalic surface with above settings.
(sorry if i explain too much, English not my language)
Cheers
Replies
Now i ran into this other issue, mirroring inside UDK. one is light and other dark ARGH!!
I have done both transfroms and rotate 180 both end up same. My normals are already -y (green channel) and are independent from meshes. So normal and specular seam is not the issue here. If you know what i mean.
However the right side (not visible in pic) show no such issue where indirect light hits . SO what the is going on .
im on OCt 2011 build.