Hi all, bit of a UDK n00b but I'm excited to learn as much as I can about it
Just been working on a prop and get very different results from viewing it in Maya/Toolbag as opposed to in UDK.
http://i.imgur.com/kRW58.jpg
I've got the right nodes attached - Diffuse, Spec and Normal, but I'm getting weird black shading on some parts and not very sharp highlights. In UDK I have 2 standard lights on the shield, so I can't imagine why its so dark after hitting build all. If anyone can point out where I'm going wrong it would be much appreciated
Thanks!
EDIT: I also get this error occasionally when trying to build all using my own assets in the scene, if anyone knows what it is:
http://i.imgur.com/ORL8E.jpg
Replies
Hope some of that can help
EDIT: I've just re-read your post and you say you have built all lighting... I'm fairly sure, then, that it's your lightmap UV channel. Does it look Ok when lighting isn't built?
You might also need to boost up the your Spec Power value of your material as well to get nice sharp highlights (this may also require a spec power map to help differentiate materials on your model).
Perhaps post a pic of your lightmap UVs and material network.
For the second problem, I don't know. Are you putting your resources inside a group before saving them in your map (the map yes, not a package) ?
Ben - By standard lights I just meant the light created when holding 'L' and left clicking on a surface.
Froyok - Didn't think of that, I was just saving the package, will try it out - cheers
I'm also going to have a look at boosting spec power, I was reading about gloss maps recently and am assuming that spec maps are used for controling the highlights on a material, while gloss controls the 'sharpness' of those highlights, right? Thanks again
I'm glad you got it sorted out.