So I've been working on an environment that has modular tiles with a highly specular material on them. I'm using a few different textures to make a pattern on the floor with the tiles, and noticed that when I rotate them and bake maps, the specular seems to come from different directions.
I did some research, and found out that the specular is baked to channel 0 in UDK. Tweaked with swapping the texture/light map channels like some places have suggested, to no effect. After paring down as many variables as possible, this is what I've arrived at.
They are plain cubes (scaled up) from Maya. They have identical UVs in channel 0 and 1, that haven't been altered from the default UVs that the cubes come with. The light map is set to channel 0 and the texture map is set to channel 1 (not that there is a difference between the two). Switching them doesn't solve this problem. From what I can tell this is a result purely from rotating the cubes to different orientations.
So is there a fix for this? I've been at this for what seems like hours, and can't accept that rotating a mesh in UDK is not possible without making the specular look bad.
Help would be much appreciated. Oh, also I'm on the most recent (August) version of UDK.