I'm having an issue in UDK where if I used the symmetry tool to create mirrored geo, I get the spec issues seen in the below shot. This piece was created using symmetry, rotating the mirror, and symmetrizing again to create a T intersection. This has a completely flat normal, and I've been able to do this without issues in other engines, so I'm hoping there is an easy fix. There is no baked lighting or lightmass, just a point light in the scene. The flat portion in the shot has a single smoothing group and all verts are merged.
Thanks in advance for you help.
What it looks like in Max.
The normal map.
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http://udn.epicgames.com/Three/ContentBlog.html#Fixing%20specular%20highlights%20when%20using%20X%20and%20Y%20symmetrical%20texture%20mirroring