Just normalized and reimported it back into udk. no luck.
are there any special settings i should check during import?
i usually just go with the default TCnormalmap, the only thing that made it look a little better was if i imported with TCuncompressednormal, but i got horrible shadows.
It's just artifacts in your map. Change the compression to "NormalMapUncompressed" and you will get much better results.
Please note the more degraded your Normal map is terms of quality from Photoshop (especially if you use pictures are your resource and use something like ndo to generate them) the more it will show up as acne on your map, since Normal maps aren't as forgiving as other maps.
The best way to avoid this is when making your normals is to use non-lossy formats, like PNG, BMP, non-compressed 32bit Targa, etc. and to watch out for any banding.
Lastly, make sure your other maps aren't affected by it too. Specular maps that are generated from low quality cavity bakes or your Normal channels can have the issues above, especially if you're using them as Mask for your Reflection.
The first thing to test would be making a flat normal map and verifying the pipeline is 100% working and then you can worry about the normal map. I'm not 100% sure that that is a compression issue.
With Defer Compression checked, that rules out that the normal map is causing the problem because that has fixed similar issues for me in the past. Something else is afoot.
@dpadam450 i ended up trying what u said and applied a flat normal and the pixalation was complete gone i got a prefect reflection.
so i imported the original texture back and was going through the settings and EUREKA i found the solution i bumped the mips to remove on compression from 0 to 5.
Replies
are there any special settings i should check during import?
i usually just go with the default TCnormalmap, the only thing that made it look a little better was if i imported with TCuncompressednormal, but i got horrible shadows.
Thanks
Try normalizing your normal in the shader - as well as keeping the texture itself normalized before importing - that'll help a little.
Ultimately, there's probably not a whole lot you can do other than that (aside from leaving the normal map uncompressed, but that's a bit wasteful).
thanks!
could it have something to do with the uvs?
@r4ptur3 as far as teh normal theres nothing going on its just a direct link from the map to the normal slot
Please note the more degraded your Normal map is terms of quality from Photoshop (especially if you use pictures are your resource and use something like ndo to generate them) the more it will show up as acne on your map, since Normal maps aren't as forgiving as other maps.
The best way to avoid this is when making your normals is to use non-lossy formats, like PNG, BMP, non-compressed 32bit Targa, etc. and to watch out for any banding.
Lastly, make sure your other maps aren't affected by it too. Specular maps that are generated from low quality cavity bakes or your Normal channels can have the issues above, especially if you're using them as Mask for your Reflection.
so i imported the original texture back and was going through the settings and EUREKA i found the solution i bumped the mips to remove on compression from 0 to 5.
worked flawlessly
thanks PC