what pior said. The normal map doesn't look like UDK unpacked it on import. It looks like a regular texture which will give you wrong info. And yeah, remove the normal map multiply. when you import the normal map with actual normal map settings UDK unpacks the data to a -1 to +1 range which it expects for it shader system.…
You have multiplied your normal map with a number greater than 1 so you'll be pushing the values to the channels past the 0 - 1 range. Put a constant clamp between the multiply and the normal node.
Hey thanks for all the replies. I have a separate UV channel which I am using for lightmass so its not that. Also I tried using a constant clamp, I tried not using the normal map, and only using the texture sample. Nothing I tried worked :( I did get some weird shadowing when I didn't use a normal map, but it didn't look…
Thanks so much for all these replies! Blender doesn't have that system, you just set a surfaces shading to smooth or solid *shrug* I don't remember anything like that Sure, I'll get on that now. And yeah that reminds me, someone else tried my mesh out and they had no problems, I suspect it may be lighting issues now which…