Are you building lighting? Some of it looks like it's gotten an overlapping lightmap uv set which is causing some parts to be black. Hope some of that can help EDIT: I've just re-read your post and you say you have built all lighting... I'm fairly sure, then, that it's your lightmap UV channel. Does it look Ok when…
Hi all, bit of a UDK n00b but I'm excited to learn as much as I can about it :) Just been working on a prop and get very different results from viewing it in Maya/Toolbag as opposed to in UDK. http://i.imgur.com/kRW58.jpg I've got the right nodes attached - Diffuse, Spec and Normal, but I'm getting weird black shading on…
Hey guys, just tried to do it again and have received the same error. Its weird as I definitely have 2 UV sets unwrapped properly and exporting an FBX to UDK. Looks fine in the static mesh editor or when I place a light next to it in the scene, it only gets the errors when I hit build all. Any info would be appreciated!
Hey guys, thanks for the advice! Didn't even have a 2nd UV set for my model, so I believe that was causing the problem, doh XD I've got a lot to learn about the engine. Ben - By standard lights I just meant the light created when holding 'L' and left clicking on a surface. Froyok - Didn't think of that, I was just saving…
In addition to the lightmap issue ImSlightlyBored brought up. What do you mean by "2 standard lights"? Are either of those a dominant directional light? because one of them should be. Also you might need to boost the specular value in your material up to get some nice spec highlights. Try multiplying your specular texture…
Thanks guys - think I found the reason, I was importing it at a tiny scale from Maya and then scaling it up by around 50-100 units :/ When I scaled it up and froze the transformations in maya then reimported, the lightmap issue went away, also increasing the resolution helped XD
The UDK work in sRGB, be sure that your textures are in the right color profile before importing them. If not, you will lose some data at the compression of the textures in the package. For the second problem, I don't know. Are you putting your resources inside a group before saving them in your map (the map yes, not a…