I don't use unreal engine myself but I remember seeing something on eat3d about swizzle settings in xnormal. the video says that most programs use the default of X+ Y+ Z+ , but unreal uses X+ Y- Z+ the guy talks about it at 11:15 in the video, you can see it on eat3d since its one of their free tutorials…
Hello everyone, having an issue where my model is receiving bad lighting and has a seam on all the mirrored geometry. I did a test in Marmoset and everything appears fine, but is only in UDK were the issue appears. Also the smoothing on the model looks really nasty. Also added my FBX export settings, I am using maya 2014…
I think your green channel might be flipped for udk on that cube. That black enge on top looks like it should be facing down. Though with non synced workflow engine like UDK I guess it's better to go with more geo rather than trying to get prefect shading with less geometry. Try posting in handplane support thread, alex…
Okay tried just about all of the options mentioned in that thread. Tried exporting with different FBX versions and still no luck. Used maya 2011 instead of 2014 and also no luck. Played with my UDK import settings and no luck either. For marmoset the result were better when I turned off export tangent and binormals. Also…
From my experience: UDK is worst case scenario when it comes to normal maps, like the max viewport without qualified/quality normals. xnormal is/was supposed to be somewhat synced, but it's just a lot of headache. So either use handplane, or just (what I personally prefer) to do it the "classical/non-synced" way and split…