Hey guys, I was wondering if anyone might be able to help with a UDK problem that's been puzzling me for a few hours. I've imported a modular mesh, given it tiling diffuse, normal, and specular maps, and cloned it over a bunch of times. However, the specular highlight along the top isn't lining up between meshes for some reason.
I don't think it's an issue with lightmass, as it occurs whether or not lighting has been baked. Here's a list of things I've tried already-
- Checked normal and specular maps to ensure they are correct (The problem still occurs when the normal map is removed from the material and the spec map is one solid color)
- Increased lightmap resolution
- Tried different lighting setups and changed from point light to dominant dynamic light (No change)
- Made sure I had an alternate UV channel for lightmaps and checked UV shells to make sure they're not overlapping, not intersecting any pixels, have enough padding, etc.
- Checked base mesh to make sure vertices are lined up properly (It's a cylinder, so the highlight should be straight horizontal)
So, has anybody encountered anything like this before, or have any ideas? I'm pulling my hair out over here.
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In any case, thanks for the help!