Hi, I'm new to Polycount. I have a question about why my normal map doesn't show up on my model in UDK like it does in Maya. I've been making the most simple models just to get the basics of lowpoly modeling and transfer maps down, but any feedback would still be appreciated.
Here is my simple file cabinet modeled in Maya.
A lot of detail is lost when it goes into UDK
Is there something I'm doing wrong or do I just need to change my workflow to preview in UDK first?
Replies
1. it doesnt look like you have any ambient occlusion in the model, which helps a lot for game-rez stuff, it helps with the detail.
2. use smoothing groups when you export. im not sure how you export from maya but if there is a smoothing groups option.. use it.
You will need to do this because UDK uses the green channel opposite of how maya uses it. And that is what I think may be your biggest issue right now.
take a look at the difference between this model with and without AO here.
http://wiki.polycount.com/AmbientOcclusionMap#EarthQuake.27s_Baking_Method
The normals are still not displaying the way I would like, especially the details on the inner drawer. I'm assuming this is just a difference between Maya's viewport (which the first image was a screenshot from) and the game engine?
I've tried many different lighting setups and couldn't produce the prominent normals detail of how its appears in Maya. Thanks for your help so far!
@Oniram: All my maps are 1024
When adding ambient occlusion do I need to do a bake from multiple perspectives and then combine them? When I did the bake it only made occlusion from one perspective and thus only added occlusion to the front of my model. I guess what I'm asking is does the method in the link you provided bake AO all around the model?
Xendance: I'm using point lights. Lighting never was my strong suit, and I think the lighting was really overblown and that was the biggest problem.
I'm going to learn a little bit more about ambient occlusion and UDK before I move onto to other things. Thanks for all the help guys.