Hey guys, I'm having a really annoying problem with UDK and normals. I've made a high res mesh and baked normals to a low res, made textures and exported the model using actor x as normal. Everything looks really good in Maya. However when I put everything into UDK the normal map just isn't coming though near as much as it…
bake your normal maps from HP to LP. than bring the normalmap into photoshop, and use something like crazybump or NDO on the concrete texture to get normal details out of it than past it into a layer above the baked normal map, set it's blending to overlay, and open the layer properties and uncheck the blue channel. Than…
I want to see the albedo + normal map in my 3do viewport after creating a normal map from a reference. (In the past 3do has previewed a textured model including normal + albedo after creating a normal from a referencem, how can I activate that again?) After importing a picture / texure into PS I create a normal from it.…
Hey all, Okay, here's my problem. I currently have a tree asset that has a tangent space normal map baked from a higher poly model -- thus requiring unique UV space (UV1). Basically, the object's form. Now, I'm trying to use a tiled UV channel (UV0) to produce a higher detail material normal map and diffuse for the bark…
Hey all, I'm currently just messing around with getting a detailed tree inside UDK, I've used slide normal thief (I'm not sure if I've done that right in the first place - but looks okay) and I'm bringing it into UDK. As for the problem, I'll let the image do the talking: EDIT: I'm finding that my vertex normals only work…
The second object looks like either: A: the vetex normals have gotten flipped on some of the faces, or B: the object has been scaled by -1 on one of its axis. You will get bad artifacts across UV seams in unreal, and a number of game engines, as a UV seam automatically breaks the vertices on import. This creates an…
Working on a game model here, 3ds Max 8, and using Edit Normals extensively. I'm noticing that the normals are reset when I attach one model to another. They're removed from the mesh being attached. Very annoying. Here's a screenshot. I have this low-polygon redwood tree that uses mapped planes for the branches/leaves, and…
Hello all. I'm baking normal maps for the first time and I'm experiencing a rather annoying problem. In the background is the source mesh, a briefly made corridor section, and in the foreground is a low-polygon version with the exact same dimensions. I super-imposed the two over each other and baked 2k tangent-space…
Normal editing in modo's a bit of a pain. There's a Vertex Normal vertex map you can add to set explicit normals. I'm not 100% sure how you go about editing them other than setting an explicit value through the Vertex Map >Set Value tool. Which you have to do for each component of the normal :/ There's Vertex Map > Set…
That's a great list! May I add a few points (mostly CAD specific since that's where I meet explicit normals the most)? * The Collapse utility can be used to attach multiple meshes while keeping explicit normals. It's the fastest option as of now but doesn't support multiple material IDs. * The most reliable way to keep…