Cap wrote: »
What SanderDL is talking about is unwrapping your object with a 2nd UV channel with no parts overlapping or outside your uv space so your mesh will be lit correctly in UDK. 3dmotive has a tutorial on this process (right on the front page), and its also free.
frell wrote: »
Normals? What do you mean? They're flat planes why would they need normal maps?
Ninjas wrote: »
I am not a UDK expert, but you can paint your normal map so the leaves face random directions-- since a tangent space normal map only stores stuff up to 90 degrees, it ends up looking pretty natural. Here are some trees I used the technique on:http://blog.wolfire.com/2009/10/prototype-assets/