What's causing these results? Some of my problem is the foliage normals in maya, but most importantly I want to know why my meshes are so effed in UDK. Unfortunately I'm desperate at this point.
EDIT: I'm realizing now that this can be unclear. In the first part is the mesh used for the foliage; two iterations with different normals, but both yield poor UDK results.
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Also there are some settings in the material and the mesh that need to be checked. They're mentioned at UDN.
In the material used with landscape
And in the mesh Used for instancing.
What I always do as well is turn off shadowcast in the mesh properties as well. There might be more because I haven't done anything for several weeks but try looking at every flag that might be relevant and test results.
[EDIT]Also be sure that your mesh has a dedicated uv channel for lightmaps and the size could be a source of trouble too. Too big and the lightmaps won't fit onto the cluster light map. Can't remember the technical term for it sorry.
Otherwise, as King Mango suggests, make sure you're importing to UDK with 'explicit normals' checked in the import options.
And thanks for the insight into foliage painting, robert. I didn't realize some iterations of UDK can give me different results in that department but it's good to know. This latest image was created using mesh instancing instead of foliage paint. I'm starting to get light on my model with a 32 lightmap resolution, but that seems way too dense for such a small mesh. I see that I can most likely get away with putting everything in the emissive and tweaking with the colors, but I worry about all the back and fourth I'd have to do for that trial and error process, and I worry that I'm not really learning a solution as much as a workaround.