Gyrfal
09-19-2011, 04:08 PM
So I've been working on an environment that has modular tiles with a highly specular material on them. I'm using a few different textures to make a pattern on the floor with the tiles, and noticed that when I rotate them and bake maps, the specular seems to come from different directions.
I did some research, and found out that the specular is baked to channel 0 in UDK. Tweaked with swapping the texture/light map channels like some places have suggested, to no effect. After paring down as many variables as possible, this is what I've arrived at.
http://i.imgur.com/GyFst.png
They are plain cubes (scaled up) from Maya. They have identical UVs in channel 0 and 1, that haven't been altered from the default UVs that the cubes come with. The light map is set to channel 0 and the texture map is set to channel 1 (not that there is a difference between the two). Switching them doesn't solve this problem. From what I can tell this is a result purely from rotating the cubes to different orientations.
So is there a fix for this? I've been at this for what seems like hours, and can't accept that rotating a mesh in UDK is not possible without making the specular look bad.
Help would be much appreciated. Oh, also I'm on the most recent (August) version of UDK.
I did some research, and found out that the specular is baked to channel 0 in UDK. Tweaked with swapping the texture/light map channels like some places have suggested, to no effect. After paring down as many variables as possible, this is what I've arrived at.
http://i.imgur.com/GyFst.png
They are plain cubes (scaled up) from Maya. They have identical UVs in channel 0 and 1, that haven't been altered from the default UVs that the cubes come with. The light map is set to channel 0 and the texture map is set to channel 1 (not that there is a difference between the two). Switching them doesn't solve this problem. From what I can tell this is a result purely from rotating the cubes to different orientations.
So is there a fix for this? I've been at this for what seems like hours, and can't accept that rotating a mesh in UDK is not possible without making the specular look bad.
Help would be much appreciated. Oh, also I'm on the most recent (August) version of UDK.