You should always set the opacity of normal map as %50 because Modo's viewport doubles up the normal strench so that weird bumpiness occurs.This might solve your problem if there is no baking related issues.
Who said you can't though? Maybe there's multiple ways to solve some puzzles. Or you can't because you need to do the jump command on the ground. Needless to say, I'm looking forward to this. Alot!
Dude! I almost went insane try to solve this problem! Solution in my case was so simple! Just turn off tonemaper in UE4... it is located in render settings in viewport... show-post procesing-tonemaper.
When I mirror a section of the mesh I shift the mirrors UV's along one tile. That always solves my issue with seems in udk. I'm not sure if this is the official fix but it works on the meshes I've done.
This happens because the tool really doesn't "delete" the poly's it squishes them down to a flat surface. It's annoying but the only way to solve it is to use the clip curve while in dynamesh mode or to retopo after it, i think!
im slowly working on qop's dagger. atm im fixing reversed shadowing on the wings (normal maps). EDIT: if anyone was interested this problem was solved by switching coords in xNormal bake options from X+ to X-
Thank you dome1812 for the report, This is a known issue with PS & 3DO, and it can be avoided by setting 3DO to Topmost in the options dropdown in the SUITE toolbar. This is not an ideal solution and we are hoping to solve this ASAP. Thanks again, - Teddy
I know its not the correct solution, but for a few of the modular pieces in space madness we solved the weird specular not matching up by replacing the specular texture with the diffuse texture. lol super hacky fix but it worked.
@chaselt - Cool! so are you gonna bake down the fibermesh somehow then? Ive always had trouble doing stylized hair so im a bit curious on how your gonna solve that issue aswell.
This sounds like an issue that could be solved with a shader. It should be possible to cook up a shader that adds a certain degree of self-illumination to an object whenever it is receiving light. This would probably achieve the effect you're looking for.