Okay so I've imported the normal as TC_NormalMap and I've tried flipping the green channel but no luck.
In UDK
In UDK with green channel flipped
In 3DS Max
Normal map
UDK nodes (as you can see I've tried multiplying it)
My smoothing groups are set to my UV islands. I feel as though my the normal map isn't recognizing the smoothing groups in UDK. I do have it ticked in my FBX export.
This is my import
And MAX FBX export settings
Replies
As with handplane you work synced to the engine.
Works perfectly! Thank you guys!
What do I need to do with my smoothing groups when using handplane?
Handplane also seems to flip the blue channel in some areas
in theory synced normals are flawless, with or without heavy gradients, in practice the bitdepth (8bit per channel) and the compression will crush the theory, so if you can avoid heavy gradients with more geo or hardedges/smoothinggroups then do it.
Oh I can't have overlapping UV's at all with this method?
Well that makes things difficult. I have to delete any faces that overlap then put them back on again after baking?
Why can't someone just tell me what I'm pressing wrong in Max. My classmates are baking stuff fine in to UDK.
I think UDK has some issues with 2013.1, 2013.2, 2013.3.
Try using 2012.2 and see if it helps.
If you must re-use UVs (which I would recommend in the case of an order-independent tangent basis, and which is otherwise situational) you should make sure that you only have one of the identical islands on the 0..1 UV space.