Got a problem lighting an asset in UDK. I've tried double checking everything I can think of.
Its the artifacts in the specular that I can't seem to get rid of. I've even tried blank normal maps (totally blue) and blank spec maps (total white), and its does'nt seem to be them. Under Texture properties, I've turned mipmapp gen settings to none.
Lightmaps-has its own unique lightmap with nothing overlapping and good spacing between shells. The staticmesh has its lightmap size set to 1024. Its using the right lightmap coord index (have missed that one before!).
So I think it must be the lighting.
The light is a DomDirectional, brightness of 1.0, Lightmass-med, etc
So any ideas whats going wrong?
Replies
Try changing the Indirect Normal Influence Boost from 0.3 to 0.
View -> World Properties -> Lightmass -> Lightmass Settings -> Indirect Normal Influence Boost
Then re-build the lighting. That might clear it up.
EDIT:
Just a comment on your 1024 lightmap... that's really large for a prop of this apparent size. It's probably fine for portfolio work but don't expect to be able to work like that in a production environment.
From what I can see my normal and spec maps don't have much noise in them. So I guess its something else.
Yeah, I was working with large size textures and lightmaps, I usually make textures double the size and then halve (or quarter-you know what I mean) when I've got things sorted out.
I just didnt want anyone thinking I had lightmaps set to 64...
Here's another thread that may have a solution for you.
If you want to showcase your asset use realtime lights, modeling app viewport or something like marmoset toolbag.
You could also overlay subtle detail normalmap on top of existing one in material editor to break up shading at subpixel level.
I tried this on a small pistol first person weapon and it worked great. There will be many items you can get away with using DXT1 compreesion for, otherwise you can use TCNormalMapUncompressed.
UDN Quote -
"Because the memory usage is 4x that of DTX1, reducing the X and Y resolutions by half (ie 1 mip level) will make the memory usage identical. We believe that half-resolution uncompressed normals look better than DXT1 compressed normals, so the texture editor automatically reduces the resolution when choosing TC_NormalmapUncompressed format. The texture's original resolution is restored when changing back to another format."
Link: http://udn.epicgames.com/Three/NormalMapFormats.html#TC_NormalmapUncompressed / V8U8