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Pieces With Mirrored UVs Have Normal Errors In July xNormal Workflow

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TychoVII polycounter lvl 13
This is a continuation of this thread.

I'm using the new xNormal workflow in the July UDK build to achieve normals without shading errors on a model with 1 smoothing group, but a problem arrises for all my pieces that have been mirorred/symmetried that share the same UV space.

j519G.jpg

When I flipped the green channel, the normals for that piece worked while the normals for the rest of the model received errors. So, for some reason the green is mirrored for that one piece and UDK doesn't know how to deal with it. At least that's as far as I can tell.

I've tried different FBX versions, mirroring, symmetry, both before and after baking, offsetting the mirrored piece by 1 in UV space, but nothing seems to change. I'm using the latest version of xNormal and Max 2011, and I know I've got all the correct FBX export and UDK import options selected according to Epic's instructions. Is anyone else having this problem with the new workflow?

Just to be clear, there are no lightmaps on this model, this is all in the material editor preview.

I'm uploading the model in question for anybody who's interested:
Low Poly
High Poly

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