Yep, one set of good UVs for the Diffuse and normals, etc. And then I have a second UV set that is non overlapping. Is it something to do with normals overlapping in UDK, maybe?
Ok thanks :) Just assign the AO to the diffuse, you should be able to see the problems that way. I merged the center verts at 0.1, all of them seem to be connected
Think im done with him. Thoughts? He weighs in at 9.8k tris and 2048x2048 normal, spec, gloss diffuse. http://www.youtube.com/watch?v=pFReVT4PZic&feature=youtu.be
Going to make a village for the environment. the water well with normal map and a pseudo AO in diffuse: Edit: and an update on the terrain, just for crits, I will be taking it over to the Landscape system:
It would export the diffuse/polypaint color only. There are ways to bake color and specular information that come from a matcap, but once they become static they'd lose 98% of the effect.
This is pretty easy to do if you're on about simple diffuse shading (i.e. moving the light terminator further back). It's a bit trickier if you mean the actual shadow itself.
A good quick way to get something nice looking is to darken the diffuse lots and really brighten the specular for metal areas. then add scratches to specular and tweak, tweak, tweak ;)