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UDK / xNomral lighintg seam normal problem

polycounter lvl 17
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kypo polycounter lvl 17
Hi, i'm having some issues with UDK :( i've been looking around for a solution to the mirrored lighting problems that happen in unreal but for some reason this asset is really stumping me.

Norm.jpg

for some reason even after offseting the UV's the lighting looks different on the mirrored piece and some areas have a seam.

I've uploaded the FBX's for the high and low res models
HiRes FBX
LoRes FBX

and the maya file i'm using
Maya scene

Any ideas where i'm going wrong?

Thanks.

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