What's the main problem? Do you mean the seams you are getting, where the arms or legs are showing or the lack of normal map detail?
UDK tends to need a bit stronger normal maps to make them stand out. And a specular map does help. You can also try adding a heightmap and using a bump offset node to make some materials spring. Tightening up the color channels in your PSD is another idea.
As for the seams - not the best way to unwrap this raptor, imho. You should try making cuts through planes to avoid the normal map issues. If you cut on edges where the normal direction changes, you get these errors. This info is all in the polycount normal map wiki. However, you could try using Handplane to fix those normal map direction errors.
I was testing as Static mesh (no rig yet) but it will be a character. (I did put a 2nd UV set with no over lapping uv's for the light map) I'm still coming up with this issue.
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Don't know what you mean by "-1,-1,-1,0/1,1,1,1 uploaded as a NM map".
UDK tends to need a bit stronger normal maps to make them stand out. And a specular map does help. You can also try adding a heightmap and using a bump offset node to make some materials spring. Tightening up the color channels in your PSD is another idea.
As for the seams - not the best way to unwrap this raptor, imho. You should try making cuts through planes to avoid the normal map issues. If you cut on edges where the normal direction changes, you get these errors. This info is all in the polycount normal map wiki. However, you could try using Handplane to fix those normal map direction errors.
@ Sinking - I will try again with the seams, and HandPlane. (I have not cranked up the normal yet in PS)
thanks guys I keep trying stuff. ^__^
I thought this is a character? Character are realtime lit and don't require lightmaps.
We cant tell coz he didnt say how he imported it into UDK. Static mesh or skeleton. if static then surely he needs lightmap uv.