Hi polycount ! I'm working on a scene based on a concept of Viktor Jonsson;
I did a quick blockout of the scene and I started to create some HP elements.
Just for testing, I tried to export a little mesh to UDK... and I get some problems.
I tried to import into UDK my mesh with .ASE and .FBX formats, making sure to check "explicit normals" but in both cases the result is the same. I have shading issues, or maybe smoothing groups issues, anyway I have artifacts !
I already swap my Y channel in the normal map for UDK (I performed the baking in maya)
Has anyone had this problem? Is there any way to fix it?
Thank you !
Replies
Either way, if you bake in Maya, your going to have to flip your green channel since the tangent basis is different. Give that a shot.
Rule of thumb is wherever you have a hard edge you should have a split in the UV map.
Here a picture with bigger resolution:
I would say make sure you smooth those bevels and/or if you don't want too much gradient on your planar surfaces which can lead to smoothing errors also, you can fillet the vertex normals. (search for MIG Normal tools to do this)