Hi everyone,
I've been building an interior trim set to be used for building levels in UDK. However, I'm seeing some strange behavior when building lights on these pieces.
Here is a closeup of the problem that's occurring on the trim pieces. It seems to be occurring along the lines UDK is using to subdivide my quadriltateral faces into triangles. This is resulting in jarring triangular-looking spec highlights.
Disabling specular in the material removes this problem. Disabling "Use Lightmap Specular" in the material settings also removes it, although then I only get any specular info on areas that are being directly hit by light. Altering the lightmap resolution has no effect on the problem.
It's clearly a problem that's introduced during the lighting build, although I don't think the issue is with the lightmap UVs - I've doublechecked them and, moreover, Unreal usually throws errors if you have overlapping/incorrect lightmap UVs, which it didn't in this case. However, I am sort of at a loss as to why it's behaving this way.
Just for reference, here is the topography of the mesh in question in Max, and a screencap of its lightmap UVs.
Does anyone have any idea what could cause this? I'm really quite stumped as to why it's behaving this way.