Hey guys, could I trouble any of you to help me solve this problem that's been bugging me all day. Its kinda self explanatory with the images below, its the highlight on the brickwork below the windows. Cannot identify where/ how they are receiving light like that, what is causing it?
It can be the scale if you scaled it up a 1000 or so times in the editor yes. Best never to scale it up too much.
Two sided may also not help. The setting Cast Shadow As Two Sided you enabled should have been enough to fix that problem. Else I tend to model a very low poly simple exterior shell just to block the lighting in these cases, rather than making a material two sided.
And lastly, the mesh seems smoothed all over. It should be much more hard edged. I am still thinking it is just that that is doing it for you. Auto Smooth at angle 10 or so in Max instead. Make sure the smoothing properly imports into UDK.
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This is what the mesh looks like from the outide. I've double checked to make sure I have no inverted faces or overlapping uvs in the second channel.
and finally static mesh actor properties.
Could it be something to do with scale?
Two sided may also not help. The setting Cast Shadow As Two Sided you enabled should have been enough to fix that problem. Else I tend to model a very low poly simple exterior shell just to block the lighting in these cases, rather than making a material two sided.
And lastly, the mesh seems smoothed all over. It should be much more hard edged. I am still thinking it is just that that is doing it for you. Auto Smooth at angle 10 or so in Max instead. Make sure the smoothing properly imports into UDK.