Hello folks,
I've been battling an issue with my normal maps in UDK for a week now without any solution in sight. My normal maps look fine in the material editor preview and maya viewport, but when I apply the material to my static mesh it doesn't show up at all in my UDK viewport.
Here's the material in the UDK preview window and Maya high quality viewport:
And here it is in UDK, looks like no normal map is applied at all:
Things I've tried/have already done:
Rebuilt lighting a bajillion times
Imported normal maps with TC_Normalmap compression
Inverted green channel
Am I missing something?
Replies
R: 3
G: 3
B: 0.5
If it doesn't show up now, then it's simply not there at all
It looks like it's starting to timidly peek through, but whenever i crank up the numbers in the 3vector it doesn't have much impact. So I'm guessing there's something wrong with my normal map?
(inverted G channel)
I have two other similar rocks in my scene with this carving in them and they're all effected by this normal map issue. I generated them in Maya with a transfer map.
Connect your Texture (black box) to a Mask node with RG enabled, and multiply that by a constant.
Then put up a Append node, and connect the Mask and Blue channel of your Texture to it.
Use constant to 'boost' your RG channels.