Hey, I've been using UDK for about a week so I'm a noob.
I have symmetrical UVs on my floor pieces and when I import to UDK I get this! I have 3 Floor sections all sharing one texture map (diffuse/normal/spec). Double Vent Floor, Double Stair Step Floor, and one vent one stair step (which works fine because UVs aren't symmetrical). Any ideas how I can fix the symmetrical UV problem this?
Replies
http://udn.epicgames.com/Three/ContentBlog#Fixing specular highlights when using X and Y symmetrical texture mirroring
things that I've tried that didn't work:
moving the symmetrical piece 1 full U or V unit.
overlapping UVs with AND without UVs welded at seam
deleting half of mesh, export, import to UDK, duplicate and rotate 180 degrees.
hard and soft edges on and around seamline in Maya
I've also read a lot of this:
http://wiki.polycount.com/NormalMap
but still no success.
One thing I didn't do is mirror geometry THEN bake normals. I baked with half my mesh first. But I don't understand why that would matter. Looking at my Normal map doesn't seem like anything would cause that type of shading, plus it looks fine in Maya
Or you could just not mirror it at all.
also make sure you bake your normals with the rest of the mesh attached.
What I meant was the textured-on seams in the panel. I see two of them - with a row of rectangular fasteners down their side.
if you split your geometry there it won't be as noticable. In general putting seams on flat spots in your texture just makes it more obvious.
it looks like you're using per-vertex lighting
I'm guessing its an LOD thing where it doesn't use the lightmap at a certain distance, but that seems silly because my scene is to scale and the default distance doesn't make sense. Could be something else because I've played around with any number I can find associated with LOD. I'm hoping you guys know. thanks.