Hi all,
I have a recurring problem with normals in UDK. Sometimes, and I really can't understand why this happens just with some textures, normal maps generate a lighting error across surfaces.
As you can see, a light placed in the middle of the assets generates a different shade in each side of the meshes. Tweaking normal map channel values results in just an offset of the problem, and of course tweaking blue channel isn't an option. The problem is indipendent from smoothing groups and meshes, it's just a normal map problem since changing material on the same static mesh wipes out the bug.
This is the first normal (the darker part is not mapped on the model)
Both normals are baked in xNormal in Object Space and converted with Handplane to use in Unreal.
This problem occurs in other normal maps too, and even if it's not so common it makes the material useless.
I'm quite lost at the moment, anyone can figure out the problem?
Replies
Are the meshes intersecting in anyway (it shouldn't make a difference, I'm still curious to know)?
In the normal map you posted for the first example (not the brick one) it looks like there is some sort of bevelled edge on the sides of the normals. Is the problem that you don't want the bevelled edge in the asset, or just the lighting issue?
As it stands the bevelled edge is kinda pointless and adds nothing to your geometry anyway, it's a needless detail that could just be removed, especially if you are having issues with it.
The beveled edge you see on the normal map is just island padding, while the edge in geometry is made on purpose, the only problem is the lighting issue.
https://www.youtube.com/watch?v=ntx10JMl9f4