Hi Everyone, I am having an issue in UDK with using multiple UV's. I am trying to make it so my normals are on a separate UV than the Diffuse/spec. My issue comes in when I separated the 2. Break down: I am using the exact same model with exact same UV's for normal map. Model with Error: UV channel 1 in Max is my Diffuse…
We had another thread here about trying to fix lightmass specular which was suggested to switch the lightmap channel 2 for 1. The problem is that UDK seems to store the meshes tangent data with the UV's you use in channel 1. So switching in any other UV's gets you broken normals. Switching the diffuse and the normal…
If the normalmap and the diffuse map shares the same UV than you do not need to have to make different UV Layers for it. I guess you thought that UVmaps=Texture slots. What is possible is that you use one UV layout for your main diffuse, normalmap and so on and than another UV layout for dirt effekts and so one. There are…
im not really confused by the question.. so much as the method. why separate you diffuse and normal from different UV channels? are the UV layouts different?
Hi everyone, Thank you for the replies. As for the method I was using for this, it is by no means my final idea. I watched a tutorial from 3d motive and saw his method for baking normals required a break in UV shells at every 90 degree angle. It works a charm but destroys (my) texturing technique. The reason my spec and…