Hey everyone.
I'm trying to learn more about UDK so I'm making an interior environment.
A simple square cardboard box is giving me trouble. I've tried every way I can think of to do the UVs and the smoothing groups but I just can't get it to look any good. I baked it down from a simple highpoly using Xnormal.
Can someone point me in the basic direction for how to make normal maps for UDK. UDK is driving me nuts.
Replies
Also if you are going to use static/prebaked lighting, keep in mind that lightmap seams cause edges to look hard no matter of normals or smoothing groups.
Try this:
http://udn.epicgames.com/Three/XNormalWorkflow.html
Or if its still not good then, give Handplane a try.
Also, as mAlkAv!An said, baked lighting can mess up things, but I never got that brutal result, so Im not sure if its because of lightmass.So viewing it in real time lighting can tell more about where the problem is coming from.
https://www.youtube.com/watch?v=ciXTyOOnBZQ
I followed that UDK Xnormal tutorial originally. That's how I got those bad results.
I must be doing something really wrong, because I always get this result no matter what I try and bake.
Theoretically it needs to look great after using that Xnormal method, but yeah it probably wont.
Here's how it looks in an interior scene I'm working on:
Here's how it looks in one of the default UDK maps. You can see the normal map is working a lot better:
But there's some problems on the back: