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[UDK] Normal map lighting problem

Hi all,
I have a recurring problem with normals in UDK. Sometimes, and I really can't understand why this happens just with some textures, normal maps generate a lighting error across surfaces.

NormalProblem01.jpg
NormalProblem02.jpg

As you can see, a light placed in the middle of the assets generates a different shade in each side of the meshes. Tweaking normal map channel values results in just an offset of the problem, and of course tweaking blue channel isn't an option. The problem is indipendent from smoothing groups and meshes, it's just a normal map problem since changing material on the same static mesh wipes out the bug.

NormalProblem04.jpg

This is the first normal (the darker part is not mapped on the model)
NormalProblem03.jpg

Both normals are baked in xNormal in Object Space and converted with Handplane to use in Unreal.
This problem occurs in other normal maps too, and even if it's not so common it makes the material useless.
I'm quite lost at the moment, anyone can figure out the problem?

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