Got a problem lighting an asset in UDK. I've tried double checking everything I can think of. Its the artifacts in the specular that I can't seem to get rid of. I've even tried blank normal maps (totally blue) and blank spec maps (total white), and its does'nt seem to be them. Under Texture properties, I've turned mipmapp…
Seems like texture compression to me. If you consider that you have diffuse, spec, normal AND lightmap compression working together those squares are not that bad :) If you want to showcase your asset use realtime lights, modeling app viewport or something like marmoset toolbag. You could also overlay subtle detail…
Cheers for the reply Ben, set it to zero, but that has'nt fixed it. From what I can see my normal and spec maps don't have much noise in them. So I guess its something else. Yeah, I was working with large size textures and lightmaps, I usually make textures double the size and then halve (or quarter-you know what I mean)…
I just wanted to update you on this. I have been using "Deferred Compression" to get a better look at our models and ended up reading about all the compression modes on UDN. It seems epic suggests using Normal Map Uncompressed texture setting and halving the resolution of the texture. I tried this on a small pistol first…
Copy pasted from a couple of older threads so I don't know if this will work with newer versions of UDK as I haven't used UDK in a while. Try changing the Indirect Normal Influence Boost from 0.3 to 0. View -> World Properties -> Lightmass -> Lightmass Settings -> Indirect Normal Influence Boost Then re-build the lighting.…
Open up the normal map texture properties by double clicking on it in the content browser. Click 'defer compression'. Watch your viewport update and the compression go away. This is NOT permanent and will only be helpful when taking beauty shots, in game they will be compressed and look like you have it up above. Love DXT.