Hi all. I've been searching/testing out multiple methods of normal mapping and am still stuck when I view my mesh in UDK. I've been waiting to submit a thread until I attempted everything I could think of/find. With that said I will try to make this as detailed as possible. Let me know if there is anything else I should add.
So far I have read:
Ben Mathis' Tutorial
The UDN Normal Map Workflow
Polycount's You're Making Me Hard thread
xNormal - MASTER THREAD
Understanding averaged normals and ray projection/Who put waviness in my normal map?
Eat 3d's free xnormal tutorial (video)
Other random threads
My method so far.
1. Have the high poly model
2. Have the low poly model that matches the high poly model as closely as possible.
3. Create UVs for the low poly model with enough room for padding
4. Triangulate mesh and export as OBJ with Groups: On, Point groups: On, Materials: Off, Smoothing: On, Normals: On
5. Open xNormal and import the high and low poly. In xNormals 3d viewer, view the cage and it covers the entire low poly. Save out the maps and make sure they're loaded into xNormal with cage selected and Use Exported Normals on both high and low poly. The tangent space normal maps are saved as .png (although I've tried .tga as well) with 4px or 8px padding (I forget, I've been trying other objects).
6. Back in maya, apply a blinn shader and assign the normal map.
7. Export as an fbx using settings in image below.
8. In UDK, import the .fbx using images below.
Said images: (album if you prefer:
http://imgur.com/a/N39s2)
high poly wireframe
high poly
low poly wireframe
low poly normal
low poly lambert shading
fbx export settings
fbx import settings
normal map
mesh in udk
Replies
I would also stack a lot of those UV islands, your model is going to have a pretty low pixel density otherwise, or you will have to use a massive texture.
Normal mapped cube in maya:
Normal map
Cube in UDK
Cube in UDK with lightmaps (on same UVs *0*)