I need to make a set of modular tunnels & caves that are totally seamless(no vertex normal seams, no texture seams) for UDK/UT3. Anyone have a tutorial(=pix) or know how? I have no idea how to fix the vertex normals, or what the proper setup for using tiling texture(s) is on something like this. Thanks...
Example of modular tunnel failure, with obvious vert normal seams:
Lighting only/Unlit/Lit:
Replies
It looks like, since the curved sections start straight into the curve, the vertex normals there are not "straight out" on the corners - instead they're pointing inward a bit. While the vertex normals on the flat wall sections are pointing straight out. Therefore they don't match up.
If you can't export or use custom normals, then the next solution would be just to have single poly at the end of each curved section which is perfectly straight (ie. aligned with the flat walls) - that way it will appear continuous since the vertex normals will match.
I don't know Unreal Engine much but I don't think that's a problem with the light.
Edit: Here's a quick and dirty image, might help to explain what I'm talking about:
i'll go into max and check my normals though. . .
Scroll down to the part about Lighting Subdivisions?
================
I'm totally stumped here as to how to make an entirely seamless modular tunnel set. Anyone got a tutorial? Preferably with tiling textures, UDK. Thx a mill-