its not just that jordan, i was messing with his files earlier as well, and it happens to every singe normal map on every material on every object. What was strange is i started a new scene loaded his working package and made some objects to test his materials and they work just fine. But then as soon as you build lighting…
^ that wouldn't make much sense in this case, since then i'd have no free blue channel to use. kyle.rau: thanks again. i've done a little experimenting and basically i've come to the conclusion that the freed up channel isn't usable for anything more than simple masks. the greyscale spec map i tried using in B gets raped…
I figured best ask this question here rather than start a whole new thread. What's the best way to improve lighting on static mesh? The static mesh has a second UV layout for the light map, with no over lapping and iv set "lightmap Cood Index" to 1. This was my first attempt: Looked ugly, so I increased the space between…