K thanks is there any workflow to possibly rebuild tge higgh poly? Possible to turn normals into a displacement map anduse so to reconstruct the details ?
I was starting to think maybe there was a bug of some kind myself, perhaps ill rebuild the scene and see if that changes anything. Thanks for the insight and your time.
Spent sometime rebuilding the skin/hair shaders in the UE4 Digital humans content example and threw this together to test them on, more breakdowns and stuff on my AS
Disabling ambient occlusion in World Properties>Lightmass helps a bit with getting rid of those blotches in tiny corners. You'll have to rebuild after that of course.
Rebuilding the light maps fixed the problem. Apparently, UDK was ignoring all of them while rendering the video until all of the lightmaps were current. Thanks
Well, I rebuilded lowpoly and removed these intersecting pieces. And here is diffuse tryout. I know it's looks like crap, but I hope it will be better. Someday.