Most likely the UV seam. UDK from my experaince has always handed seams terribley. Another reason Epic uses detail normal maps as they almost remove the noticeably of the UV seam. Still slightly there but in game you never really notice it unless you are looking for it.
That drove me crazy for months. What worked was saving all the important UV information in UV channels 1 and above. In channel 0 make a dummy UV channel and just slelect all the faces and do a quick planar map, doesn't have to be pretty all that matters is that you don't see any green seams. Don't use this UV channel (0) for anything, it's made soley for removing the seam. Now go in and adjust your materials UV nodes and lighting channels accordingly.
The pixilation of your map in UDK is probably caused by the DXT compression that UDK applies to a normal map compressed with the TC_Normalmap setting.
You could try TC_NormalmapUncompressed. It will end up smoother with way less artifacts, but this will also cut your texture's resolution in half. An obvious workaround would be to bake and import your normal map at double the resolution you want it to be in game.
With a stone column I personally wouldn't worry too much about it, once you get a diffuse texture on there and bake the lighting it will probably much less noticeable. Super shiny or reflective materials/models would be another story...
I just realised i made a typo.
Texturegroup should have been LODGroup :P
I can really see any other solution to this apart from playing around with the compression settings. AFAIK this is a good as they get as the lod size for UI is 4k.
As you suggested before, you save from doing this step a ton of time, you can change the .ini (after backing it up:P)
\UDKGame\Config\DefaultEngineUDK.ini
Change from line 107 onwards
If you cant edit the file just right click the file>Properties and uncheck Read-only
Don't use this UV channel (0) for anything, it's made soley for removing the seam. Now go in and adjust your materials UV nodes and lighting channels accordingly.
how do i switch my texture to another co-ordinate other than 0 in udk?
*edit
oh nvm i found it in node
but it seems now the normal seam is switched to my other UV lol ... confused ...
Wait, so you're saying you just used an Constant 3 Vector expression and made it 0,0,255, and then used an add expression, connected the constant 3 vector to it and the normal map you have, then connected that to normal node, and that fixed it?
Edit: Oops, I meant 0,0,1 - Because Unreal is 0 to 1
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the circled areas are good examples of this. Didn't wanna make a new thread.
Thanks in advanced
Changing the TEXTUREGROUP_ to something like TEXTUREGROUP_UI would help but its not recommended for production
http://udn.epicgames.com/Three/TextureSupportAndSettings.html
Can you post it please?
You could try TC_NormalmapUncompressed. It will end up smoother with way less artifacts, but this will also cut your texture's resolution in half. An obvious workaround would be to bake and import your normal map at double the resolution you want it to be in game.
With a stone column I personally wouldn't worry too much about it, once you get a diffuse texture on there and bake the lighting it will probably much less noticeable. Super shiny or reflective materials/models would be another story...
Texturegroup should have been LODGroup :P
I can really see any other solution to this apart from playing around with the compression settings. AFAIK this is a good as they get as the lod size for UI is 4k.
As you suggested before, you save from doing this step a ton of time, you can change the .ini (after backing it up:P)
\UDKGame\Config\DefaultEngineUDK.ini
Change from line 107 onwards
If you cant edit the file just right click the file>Properties and uncheck Read-only
Sorry i dont have much more to help
edit: dammit andy made a ninja post and thanks man. will try that as well xD
how do i switch my texture to another co-ordinate other than 0 in udk?
*edit
oh nvm i found it in node
but it seems now the normal seam is switched to my other UV lol ... confused ...
rgb
0.0.255
lol, unreal zero normal = pure blue?
Edit: Oops, I meant 0,0,1 - Because Unreal is 0 to 1
but for static mesh, the regular tangent normal map + lightmass is perfectly seamless ...
why skeletal mesh is different lol
here
When importing a normal map if you set the compression setting to TC_Normalmap the previous 2 settings with be set by default.