Hi guys, I'm having some problems mirroring UVs when using the new Xnormal normalmap workflow implemented in the July version of UDK.
The UV-shells that are flipped wont get the correct shading wich is a problem whenever i want to mirror UVs to save time and UVspace.
I made a test to demonstrate my problem:
The cube consists of one smoothinggroup only, and was exported with tangents and binormals from maya and imported to UDK with explicit normals and tangents.
http://imgur.com/p14ff
Any ideas what im doing wrong?
Edit: The inserted image doesnt show properly
Replies
Check out Handplane, it's the tool I told you about. I'll admit I haven't had the time to try it myself, but according to the comments here on Polycount it seems sweet so hopefully it can help you guys:)