Hello guys,
Just came across a wierd problem in UDK, been looking around for a solution for a while now. The problem is that the normals look fine in the editor but then once i build the lighting it completly changes and doesnt even look like it has a normal map applied?
here is an image of my problem. as you can see the image to the left is where the lighting is built and on the right is where the lighting isnt built, and this is more how i want it too look. Is it something wrong with the lighting settings or the normal map settings? Appreciate any help or suggestions.
Replies
Im using TC_NormalMap compression setting on import. I wasnt using this before and i have seen it makes a difference but its still looks like im using a normal map once the lighting is built.
Sure heres the normal map and the material set up.
Ive used a multiply node to bump it up, you can see it works quite well in the material editor.
If you really have to do it, wich i recoment against, just multiply the red and green chennel and then append back the blue. Or use the devive normal Z node to get your blue channel back.