Hey guys,
Trying to import a simple mesh into UDK and setup some materials on it, but I'm having an issue with my Normal Map giving me hideous lighting seams at certain angles where the geo is mirrored.
As far as I can tell the bakes are fine, and the lightmap unwrap is fine (if that even matters for the mesh preview window).
I don't see these in Max with the standard shader or the 3point shader w/ Quality Normals.
When lit head on, I see no issue, but if you light the faces at an angle you can see the seam.
Replies
http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29#Mirroring