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.Fbx import in UDK : lighting issues, tangents and binormals ?

Hi guys !
First time posting here but I've been lurking a long time, finding many solutions and tutorials as well as beautiful work, so I can eventually say : thank you Polycounters ! :D

This time I'm bringing with me this issue concerning Fbx import into UDK, using a zbrush/3dsMax/XNormal pipeline. This is somehow related to lighting and UV seams and I've wandered on threads like these in order to solve this :
http://www.polycount.com/forum/showthread.php?t=127657
http://www.polycount.com/forum/showthread.php?t=116922
http://www.polycount.com/forum/showthread.php?t=108243
http://www.polycount.com/forum/showthread.php?t=119657
this last one being close to my problem, although there isn't any mirroring

Im more used to Marmoset (and I could throw a thread about the weird issues concerning import, fbx/obj and lighting :poly142: ) but since we're going to make a game on UDK, so here it is :

1384780930-bug-importfbx-udk.jpg

Left : first step, stuck a longtime trying solutions, avoiding doing my uv's otherwise, with different SG, baking and texturing immediatly afterwards. I tweaked a lot of export/import parameters, normal map parameters (seems it's not directly related though) and mesh SG.

Right : Then I found there were other Fbx export plugins, so I tried in 2013.2 and it somehow managed to do something different, less buged. I was quite happy at this moment but i noticed it was still weird.
As you can see the shadows and light still behave differently according to the parts of the mesh, Uv islands.
Edit: the hand in the right end is the same but with 2x stronger normal map, displaying more obviously that where the tangents/binormals turn, the lighting behave slightly differently according to the angle

1384782469-bug-importfbx-udk02.jpg
another mesh and same issue displayed in a different way. Notice these are Static meshes at the moment but will be skeletal.

I came across these tangents and binormals orientations and decided it was at the root of my problem.

Am i wrong to go this way and try to force the tangents and binormals to get the right angle ? I know I can change normals of the vertices in 3dsMax and it helped me by the past, but I have no clue on this.

Or maybe should I try something else ? Maybe something stated in the other threads I might have missed. I still try to avoid redoing my Uvs, baking and texturing x) Although I plan try other smoothing groups and Uvs Islands for future organic meshes, in order to test all the possibilities, according to the standard "UDK makes hard edges where it finds Uv seams, wherever the SG are".

Thanks !

PS : when I was exporting in fbx 2013.1 in marmoset, the arm rendered well, but it's now the same than in UDK
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