I have a mesh that is mirrored but has an obvious seam. After playing around, I have isolated the problem to an issue with the normal map.
![WWeYO.jpg](http://i.imgur.com/WWeYO.jpg)
If I understand correctly, normals default to tangent space and when UVs overlap the normals face opposing directions. Rumor has it the issue is resolved if the normals are changed to world space? Is that true, and if so how do I do so?
Replies
I'm not familiar with UDK so someone else will probably have a better answer for you.
This is about as close as you get: http://udn.epicgames.com/Three/LightMapUnwrapping.html (bottom of page)
but it'll still cause problems with the specular I believe, unless you use dynamic lighting.. more info about that on the very bottom of the page.