Okay so I am a noob when it comes to the UDK to be honest. And I've been having some trouble with shaders in general for a while now, they always look dodgy. This simple brick wall I created shows my problem, basically I get this darkness creeping in, the back face away from the light is just black too.
![udkproblem.jpg](http://i3.photobucket.com/albums/y58/round3/Various%20pictures/udkproblem.jpg)
[I just placed it in the sandstorm level and rebuilt the lighting for it]
What might be causing this? Any help is greatly appreciated.
Replies
I did have a specular power node but I found that it just made it look shiny when I added it so I took it away
EDIT: I've found also that the preview is weird, when I rotate the object the shadowing doesn't move across the surfaces as it should
The normal map doesn't look like UDK unpacked it on import. It looks like a regular texture which will give you wrong info.
And yeah, remove the normal map multiply.
when you import the normal map with actual normal map settings UDK unpacks the data to a -1 to +1 range which it expects for it shader system. You can tell its right because the blue channel will be super saturated in the areas that are flat rather than that mid blue we're all used to seeing.
Your specular color map is all grey, thats not bad, but you may get punchier results if you add in some color to it. Perhaps a little of the brick color or a color you expect in your environment.
A node or map going into spec power will make your object shiny if its a high number. If the default shinyness works for you then great, but again, materials can look a lot better with some artfully controlled differences in shinyness.
Anyway the big, and I dare say THE problem is your normal map.
right now the values only point up and to the left. ie 0-1 x and 0-1 y. Reimport the map with normal map compression settings and I bet this particular trouble will go away.
or change the multiply node to a ConstantBiasScale with bias of -0.5 and scale of 2. Then see how it looks.
if its good, then just re-import your normal map like as above.
Blender doesn't have that system, you just set a surfaces shading to smooth or solid *shrug*
I don't remember anything like that
Sure, I'll get on that now. And yeah that reminds me, someone else tried my mesh out and they had no problems, I suspect it may be lighting issues now which is weird to me
I changed the settings for the normal map. Also I have recently started using specular colour maps, I guess I should do that for my past meshes I wanna import now.
Also okay I'll try reimporting it now
EDIT:
The normal map compression just seemed to make it all black *shrug*
Also there was something in taking this picture, I acidentally clicked on lighting only mode and noticed some weirdness, I'm wondering if it is the lighting. Although in posting about my problem my shader awareness has improved alot.
Thanks for the reply
EDIT: Well it looks like it was the lighting after all (I think). Thanks for all this advice, I learned a good bit more about using the UDK that the beginners guides don't teach you so much heh heh