right fix for the normalMap wrong concept, inverting the green has nothign to do with maya being y=up, it is because UDK uses a normal map swizzle of "+X -Y +Z" while maya is "+X +Y +Z" for udk i export as fbx, with (smoothing groups, Tangens and binormals, and triangulate) checked off in the export optins, and in UDK in…