Hi, I am exporting normal maps to UDK via Xnormal and am getting really bad seams, I've searched around but can't find a solution. The UV layout is shown as is the model in maya. I have set +Y to be -Y in Xnormal which should help shouldn't it? Is it because parts of the UV layout have been rotated? I have checked they are not flipped. Any ideas?
![error1.jpg](http://www.nickfarley.co.uk/error1.jpg)
![error2.jpg](http://www.nickfarley.co.uk/error2.jpg)
Replies
Does your model have smoothing groups? You should be able to give it 1 smothing group for generating your normals in xnormal and for use in UDK
If you dont have assigned smoothing groups ( i dont know how this works in Maya) UDK usually does its best to assign smoothing to the model. However if we could see the Normal map for the thing i think that would give us the information if this is a UDK issue or a xNormal issue.
If you want to get a correct bake, just break the smoothing groups at the UV seams (as they'll be broken in UDK) and re-bake your normals. It should show up as you intend it to.
It keeps all of the smoothing groups you assign as well, just there will always be hard edges on UV seams. Just the way it works, hope this helps