mayaterror... same idea as a lightmap. Exact workflow depends on the game. What were you using to examine the assets when you couldn't get it to work? Casper... will add it to the wiki, thanks!
don't paint over normal maps. they're not made for that as the content of the image is mathematical data and not something that is made to be visually interpreted by humans. are the seams coming from when you bake lightmaps?
Exported the assets to UDK, I'm making sure everything snaps perfectly and testing the lightmaps. I can't wait to work on some cool lighting and play with the materials :) Hope you like it!
Heres an update soo far i still have lots to do. Lighting Lightmaps Texturing Particles more modeling Please crit or any suggestions on what i can add :)
Your application needs to be able to export the normals. Zbrush for example can't (no matter what you do :( ) and Lightwave, you have to tell it to. Although it's called smoothing normals (or something like that).
You should up your lightmap size to get rid of some of those super block shadows. they detract for the awesomness of your work. I really love that carpet you added.
Thanks but that didn't have anything to do with the problem I described. The problem is not seams and I'm not using a lightmap. The problem is I can't get UDK to stop inverting the normals on stacked UVs.
Ryan this is top notch, but I've already told you that. The engine is nice but could use some more shadow and lighting implementation I reckon. Look in to self shadowing and/or AO lightmaps.
I tend to use an AO map just as a multiply layer on my diffuse/spec maps. Some engines use a separate AO/lightmap pass, hence the option to do it in XNormal.
I have created Juggarnaut's mask in Lightwave Deviantart Links to work in progress: http://fav.me/dc9ytx5 http://fav.me/dc9ytxm http://fav.me/dc9yty1 and a Shapeways link: https://www.shapeways.com/model/3dtools/7550495/2/6?key=8273799a1b7c81a85b93b74532b57b58&check=3