Yes Maya has backface culling. In the viewport menu -> Shading>Backface Culling Alternatively you can go into Lighting and turn off two sided lighting, this will show a black polygon face instead of a transparent polygon(possibly easier to spot). You can also verify face normal directions through Display>Polygons>Face…
From what I see, like blankslate said, it appears to be an issue with the normals prior to exporting into the engine. In Maya, if you select your object and go to Display > Polygons > Face normals you will see green lines indicating the direction of the normals for those faces. The normals should be pointing directly up,…
Changed my palette some and playing with some UDK materials while I'm working... curious if anyone knows whats going on here: This normal issue doesnt seem to be happening in xnormal
You can easily convert world normal to tangent based, use xnormals. Fire hydrant looks great! Would like to see some chains but nice bake none the less.
Texture Maps (Projected in Xnormal and manually edited with brushes and Adjustment layers) UVs Diffuse Ambient Occlusion (Multiplied with Diffuse in UDK, see below) Specular Normals Material Setup in UDK
The best workflow that I use is to create your high and low poly and use either Maya's Transfer Maps or xNormal to generate my normals and whatnot. Great progress so far :)
Arshlevon created a pretty good write-up about how to generate a curvature map from your normal map through xNormal: http://www.polycount.com/forum/showthread.php?t=52183
If you're doing the detail with a normal map only, alphas could do a similar job. But subtools would be just as easy and wouldn't prevent you from baking the detail (especially with xnormal)
Will there be any way of loading a normal-, spec- and diffuse all in one go? Preferably just by dragging and dropping from an explorer-window, with it set to recognise _n/_normal and _d/_diffuse and so on?
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