Hi to all, in the last days i was trying to create a Sci-Fi environment in 3ds Max, rendered maps in xNormal and then export to UDK.
The problem is when i export the model in UDK with 3ds max (.ASE format), the result is very crappy in comparison to the xNormal 3D Viewer.
xNormal screen 1#xNormal screen 2#UDK screen 1#UDK screen 2#
I have applied only a base diffuse texture and a normal that i have baked with xNormal, why this difference between the rendering?
All low poly model have one single smoothing group, can be this the problem?
Thanks for the answers and sorry for my english.
Replies
You need to bake the lighting to see it properly, and if you still get those half light/half dark meshes, its because you need to have a unique secondary UV for your shadow maps. Either make it in 3ds max or go into the static mesh viewer (just double click the mesh in UDK browser) and generate a quick uv there.
With future xNormal bakes you can change the normal map "Y" swizzle coordinate setting to "Y-" to save yourself the trouble of having to manually invert the green channel in Photoshop.
This is the result, the process is fine or i have forgotten something?
EDIT: Thanks Ben for the info.