Hi, I think other Polycounters has been circling around this issue but I haven't found anyone that really has nailed the issues I'm having. I've noticed that when export my meshes from Maya and import my models to UDK the Normal map doesn't display correctly, I have devoted some time to find out where the problem lies.…
the tangent space than. this will be impossible to match completely but when exporting out of maya to udk, use fbx and check off export tangents and bi-normals. and import it into udk with explicit normals checked.
hmm okey, I feel you. But this is the results I got: In the pic below we have from left the smoothed low-poly mesh with stitched UV-islands and to the right the hard edge low-poly exported from max. The not so nice looking shading of the smoothed-version is quite apparent, although I like some edges, the light just looks…
looks the same, I have put the maya and max models next to each other in UDK now, and they look pretty much as bad, maybe I'm just picky, but i thought I would be able to get better results in UDK fo'sho.
I have hell with normal maps in Maya. But the best results I've gotten are from making the target object all soft, and the source all hard. I just throw in enough polys on bevels etc so there are no crinkles. If I don't do that I find that what I get is just the opposite of your problem, overly rounded faces. Like I have a…
thanks for the reply Ace-Angel, yeah from what my experimenting tells me your most likely right. Adding diffuse, spec with details in them will most likely get rid of the more apparent edges seen now with only normal plugged in. Adding different lighting and post process things will probably further less apparent. My…
You can't get good results because UDK doesn't have a synched baker for the Normal Maps currently for the tangents, which is the math so you get 'correct' looking Normals for the specific viewports. If you want 'nice' normal maps, what you have now is fine, add in Specular and Diffuse and the issue should be extremely…