Hey folks,
I'm currently working on a scene inspired by Snefer's work with as few textures as possible. When I bring meshes in UDK, I get shading issues. The issues appear even after building the lighting. I'm exporting from Maya with FBX Exporter 2013.3.
First UV channel.
I tried offsetting the UVs by 1, but there was no change.
Things that I tried but didn't have any effect:
- Making it one smoothing group
- Importing the mesh without tangents and binormals.
- Changing the compression on the normal map in UDK.
I found a fix for this by making having less islands overlapping, but I keep encountering the issue on other meshes, even when the UVs aren't overlapping.
Any help would be appreciated.
Replies
I used to run into a lot of problems with mirrored UV's. I don't anymore, for some reason... I'll have to take a look at one of my old files and find out what I used to do differently.
Turns out it wasn't the import tangents the problem. Turning off tangents on import did improve it slightly, but I guess the problem lies somewhere else.
I've uploaded a mesh that with the problem.
https://dl.dropboxusercontent.com/u/565299/UDKShadingIssue.zip
I managed to fix the L piece by making the UV maps cover the entire length. So instead of 2 islands the go perpendicular, I have one longer one that bends in the middle.