hey guys am new to all this so this may be a simple problem.
whats causing the shiney seams in this floor panel? the texture tiles fine in max etc but when added to udk its coming out like below. help would be great
try multiplying the normalmap with a custom3vector, which has values of (1,-1,1) and see if that helps (essentially flipping the green channel within udk).
try multiplying the normalmap with a custom3vector, which has values of (1,-1,1) and see if that helps (essentially flipping the green channel within udk).
Alright, the fact that it's there before baking your lights rules out the light map issue for sure, even though you'll still need to do that to get correct lighting on it, but that's another issue.
As for the smoothing groups, its dependent on how you go about generating your normal maps and what results you're trying to get. Rather than me trying to explain this haphazardly, try reading through this.I would probably break this up into different smoothing groups because of the hard egdes. I would also probably not even model in the indentations you currently have on the low poly.
yeah i added some smoothing groups etc. it sorted bits of it.. not looking so bad. but its still got a light seams.. and am sure my lightmap is fine...
Based on your last pictures it seems it looks ok before building the light. It will be more or less impossible to get rid of the seems between meshes completly so might not be possible to get the look before bulding to look any better.
Have you tried just as a test to let unrealed generate the lightmap uvs and see what happens?
yeah same problem.. it seems its messing up where the uv joins are on the first uv channel.. but i have it set to use the lightmap uv channel so why is it taken the texture uv channel into account aswell?
I had a similar issue with modular wall segments in something I am working on. I think the problem for me was that my smoothing groups forced the shading to repeat again over each wall tile. This didn't shade it like a solid wall chunk like I had wanted.
My fix was not optimal but it worked out for me. I snaped the modular sections and welded them together in Max and then exported the larger segments. With the smoothing issues taken care of in max they baked cleanly in UDK.
Like I said, not the best way to work, but it solved my problem.
yeah the uvs in channel 1 are over lapped as its 1 side unwraped layed over the other side.
i tryed to split the 2nd set at same point as the first but that didnt help it.. the first uv set is defo effecting the 2nd set.. just dont know how or why...
ill post my uvs later on when i get time to at the comp.
The only other possibility that I can think of is that you are overlapping your first UVs "Up and down" which is a no-no, and instead should only mirror "Left-to-Right".
You will have to rebake your normals and all that as well, but the UVs MUST be horizontal when overlapping UVs in UDK.
Did you rebake your normal map after you changed up the smoothing groups? If not, you should.
I would actually do a rebake anyway. Try tiling the high poly and welding them together before baking. That will make sure the normals on the edge of your model are pointing in the correct direction.
So cdavidson sent me the obj for the floor and I managed to find what was causing the shading problems.
I'm not sure what caused it, but the smoothing in the mesh seemed to be all jacked up. Even with all the smoothing groups removed, the mesh remained smooth.
I fixed it by first resetting the Xform and the running the STL Check modifier on it. Then I redid the smoothing groups and exported it back to UDK.
This is before baking the lighting, so any artifacts you get after baking from this point on are most likely from the light maps. You'll have to rebake your normal maps after fixing the smoothing groups as well.
If you're getting issues before baking the light, it can't be the light maps. You'll always get some sort of seam after baking the light, you can just minimize it by upping the res of your light maps and using other meshes to hide it.
If you tried the fix I posted and removed all the smoothing groups, there shouldn't be any more of the errors you were experiencing earlier.
The UDK has a problem where you will ALWAYS get specular seams between meshes and UV seams, especially in lightmass. The best work around is to create some kind of intentional seam between models, like a slight bevel. It's pretty much impossible to have smooth lighting across multiple meshes that are flush against each other.
Replies
quick rundown on how todo that mate?
any other reason these seams would be like this?
Can you post a shot of it in Max, one with a blank material and one with the normal map applied?
http://sandvoid.com/artdump/nrtest.jpg
with normal and mat
http://sandvoid.com/artdump/nrtest2.jpg
in udk
http://sandvoid.com/artdump/nrtest3.jpg
And is this before or after you baked your lighting?
normal map.
http://sandvoid.com/artdump/nromalmp.jpg
does the whole model need to be in 1 smoothing group or no smoothing group atall?
As for the smoothing groups, its dependent on how you go about generating your normal maps and what results you're trying to get. Rather than me trying to explain this haphazardly, try reading through this.I would probably break this up into different smoothing groups because of the hard egdes. I would also probably not even model in the indentations you currently have on the low poly.
Edit: nm, already implied in the smoothing group suggestion
heres some images of it now..
before light build
http://sandvoid.com/artdump/norm1.jpg
after light build
http://sandvoid.com/artdump/norm2.jpg
the lightmap uv set
http://sandvoid.com/artdump/norm3.jpg
driving me crazy this lol
Have you tried just as a test to let unrealed generate the lightmap uvs and see what happens?
arghhh!
My fix was not optimal but it worked out for me. I snaped the modular sections and welded them together in Max and then exported the larger segments. With the smoothing issues taken care of in max they baked cleanly in UDK.
Like I said, not the best way to work, but it solved my problem.
I hope it helps.
i tryed to split the 2nd set at same point as the first but that didnt help it.. the first uv set is defo effecting the 2nd set.. just dont know how or why...
ill post my uvs later on when i get time to at the comp.
http://sandvoid.com/artdump/lightmapset.jpg
and
http://sandvoid.com/artdump/texuvsett.jpg
The only other possibility that I can think of is that you are overlapping your first UVs "Up and down" which is a no-no, and instead should only mirror "Left-to-Right".
You will have to rebake your normals and all that as well, but the UVs MUST be horizontal when overlapping UVs in UDK.
http://udn.epicgames.com/Three/LightMapUnwrapping.html
Scroll down to "Mirroring UVs"
I would actually do a rebake anyway. Try tiling the high poly and welding them together before baking. That will make sure the normals on the edge of your model are pointing in the correct direction.
ill have a bash again at this tonight from the start taken the stuff into account and see how it goes will post once ive tryed it all.
I'm not sure what caused it, but the smoothing in the mesh seemed to be all jacked up. Even with all the smoothing groups removed, the mesh remained smooth.
I fixed it by first resetting the Xform and the running the STL Check modifier on it. Then I redid the smoothing groups and exported it back to UDK.
This is before baking the lighting, so any artifacts you get after baking from this point on are most likely from the light maps. You'll have to rebake your normal maps after fixing the smoothing groups as well.
If you tried the fix I posted and removed all the smoothing groups, there shouldn't be any more of the errors you were experiencing earlier.
i removed a line from the center of the panel and welded it into the side so its just 1 big bit.. and its away now
still faint seems where modules join but there not to bad