So I have this using Xoliul's shader in max:
And when I bring it into UT3, none of the uv seams flow correctly.
I baked the model with xnormal, and the entire model is symmetrical.
I tried flipping the green and red channels around, as well as re-baking the normals with increased padding, and from other applications. Nothing seems to work.
Here's the UV layout if it helps.
After asking around at school and spending a few hours tweaking with settings, I'm totally clueless... Any help would be appreciated!
Replies
As for the second UV channel, this only has to do w/ UE3's real preview in the model viewer. Generating a second set of UV's with no overlapping (and again following the same mirroring rules and ensure no faces are inverted) can often fix those realtime viewport seams. Can't explain why, just that it works.
For most characters, I would presume a unique unwrap.
Hope that helps!
1. Move all your existing UV's up 1 channel
2. Create a new UV channel 1 and do a quick planar map or sphere map that gives you the least seams in the best possible places (UT3 appears to use seams in map channel 1 to determine smoothing groups)
3. Reimport your asset and adjust your mats and light channel accordingly.
Also, would these uv channel seams still be an issue if the real uv's aren't symmetrical?
http://boards.polycount.net/showthread.php?t=51088