I'm currently trying to model a wagon in 3ds max as a game asset and put it into UE4. I'm relatively new to 3d so this project is a big learning experience for me. I'm having a problem with the spokes of the wheels. I UVed a low poly version of one spoke and baked out detail from a high poly spoke. The plan was to duplicate and rotate the spoke to make the others. As I understand it, there shouldn't be a problem with rotating objects when they are using tangent-space normal maps as opposed to object or world space ones. Regardless of this I'm getting some incorrect lighting both in 3ds Max mental ray and in UE4. I've tried duplicating and rotating the geometry both at the object level and the subobject level. I've received the same effect with both.
What am I missing here?
I've found a work around, where I can import the spoke as an individual object and rotate it in UE4 with no lighting issues. This does solve my issue but doesn't teach me what I'm doing wrong. Any help would be appreciated.
Replies
Could you share your files? Preferably the high + low in case there are problems with the bake. Initially I'm not sure what the problem is! It may have something to do with normals getting messed up on export.
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html
I'll try that tonight. Thanks.
Fixed it! UE4 was generating new tangents. I needed to import my tangents. Just a import option difference. No problem with my geo. Thanks everybody.