Hello all, I don't post here much but I know you all might have the answer to this problem. I will use a concrete barrier as an example.
To make this asset I modeled it in Max, made a high poly version and sent it to Zbrush where I applied a quick noise. From there I used Zbrush to render a normal map.
Now the problem is that one side is fine and the other is wrongly lit. This happens in UDK and Max and I am not sure why.
So I came here to see if you all know what's going on. For the record the normals are fine and each flat surface has it's own smooth group assigned to it.
Normal map is below
Any help is much appreciated, thanks!
MattyWS
Replies
I shall run it through xNormal now and see what shows up.
Also, check you settings in UDK, make your sure you have NormalMap or NormalMap_Uncompressed in the settings for compression.
Smoothing groups (was on by default)
Tangents and Binormals
Turbosmooth (was on by default)
Convert dummies to bones
I tried doing RGB values of 128,128,255 again to make sure, no luck.
I completely removed all smoothing groups (which now clearly shows in UDK aswell, as the metal bar is not smooth) and unchecked all of the settings I mentioned above when exporting from max.
However still shows up with one side darker. I am thinking it's a mesh problem for sure though, since I accidentally applied the material to the floor in an attempt to drag/drop it onto the mesh and the floor came out fine. xD
Thanks for all the help btw guys, it's all very helpful
EDIT: Going to try exporting to .obj now and importing back to max as suggested~
I'm gunna try inverting the normals on the face that's wrong and see how that looks but then even if that works it's not exactly a proper fix to the problem. Without a normal map the model's shading is fine, as soon as the normal is applied the shading goes wrong >.<
This is a good point. are you sure you used the correct setting when you imported the texture? CE3 will have similar problems if the wrong crytiff setting is used.
The only real difference in this new mesh is that the UV's are separated a bit. In the last one I tried to keep it to a minimal amount of UV elements. Could this have caused the lighting issues?
Ignore the hard edges in this one its not a finished product, however if anyone has any tips on rounding the edges a bit more that'd be great! I wanted to avoid just chamfering the edges lots but if that's the way to do it..