maybe some of you unreal guys can help me figure this out, this might be a dumb mistake, but I cant get a consistent specular transition with 2 pieces of geo placed next to each other in unreal welded or not, i'm building a slice of a bowl essentially, and i'd like it to be modular so that in unreal i can rotate each of these 18* and place them next to each other. I tried just doing it in max and exporting it pre-welded and overlapped uv's but that wont even work, and I still get these seams
its basically almost like a slice of a bowl that i'd like to be able to rotate to build a whole shape
does lightmass just hate modular methods like this or am I doing something wrong?
sorry for super rough test images, this has been driving me nuts
Replies
Basically, edit your vertex normals so that they point straight outwards and UPwards from your mesh. Make your vertex normals have the same direction as your main face normals on those pieces of geometry.
I know this is difficult to understand with words...if you need further explanation please let me know.
makes sense, actually!
Try taking a look at this maybe it helps, it fixed most of my errors but i still get weird stuff
[ame="http://www.youtube.com/watch?v=ntx10JMl9f4"]Fixing Lighting Seams in UDK - YouTube[/ame]
Heres a screenshot of how mine looks, normals are all ok, lightmap uvs have been made following a grid of 32 pixels, so the uv map wont end inbetween a pixel and break the light, smothing groups all ok, well, no clue what the problem is
If you're still having issues, you could force your speculars to take a flat vector for the normals instead of the normal maps info, it's abit long winded, but here is what I mean: http://www.polycount.com/forum/showthread.php?t=82286
Also, do you have Allow Lightmaps Specular enabled?
http://www.3dmotive.com/training/free/creating-a-lightmap-uv-channel/?follow=true