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created UDK normal map issue
on 11-08-2010 06:57 PM
Alright, well I have pics
max viewport

Uploaded with ImageShack.us
in UDK material editor thingy
It's just wierd. Just one smoothing group, and I can't use Xoliul fully because on my computer the specular map slot doens't work. Any ideas?
Last edited by gibson543; 11-08-2010 at 07:00 PM..
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After reviewing this over IM. I believe our conclusion was the UV seam of the normal map. Unless you discovered something after that point.
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, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
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Did you inverted the green channel of the normal map ?
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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Most likely the UV seam. UDK from my experaince has always handed seams terribley. Another reason Epic uses detail normal maps as they almost remove the noticeably of the UV seam. Still slightly there but in game you never really notice it unless you are looking for it.
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, card carrying polycounter,
2,031 Posts,
Join Date Jun 2008,
Location Santa Monica, CA
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That drove me crazy for months. What worked was saving all the important UV information in UV channels 1 and above. In channel 0 make a dummy UV channel and just slelect all the faces and do a quick planar map, doesn't have to be pretty all that matters is that you don't see any green seams. Don't use this UV channel (0) for anything, it's made soley for removing the seam. Now go in and adjust your materials UV nodes and lighting channels accordingly.
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, card carrying polycounter,
2,473 Posts,
Join Date Nov 2008,
Location San Diego, CA
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Thanks for all the info guys  I'll try these
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Alright, with this problem fixed (thank you btw). I'm just wondering why my normals are always so pixeled.

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the circled areas are good examples of this. Didn't wanna make a new thread.
Thanks in advanced
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it looks like the TEXTUREGROUP_ settings that UDK uses for normal maps
Changing the TEXTUREGROUP_ to something like TEXTUREGROUP_UI would help but its not recommended for production
http://udn.epicgames.com/Three/Textu...dSettings.html
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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thanks andy, will give that a shot 
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no worries 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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oh damn. how exactly do you edit the .ini files? because notepad won't let me resave it as an ini. just a txt.
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You can change the texturegroup by double clicking the texture in the generic browser and using the drop down menus 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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o...haha thanks again andy XD and it improved a little i guess, but for the most part it looks just about the same. any more ideas?
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What size is you normal map?
Can you post it please?
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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My normal is 2048 by 2048. Ignore the smoothing group edges. Here it is full size

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The pixilation of your map in UDK is probably caused by the DXT compression that UDK applies to a normal map compressed with the TC_Normalmap setting.
You could try TC_NormalmapUncompressed. It will end up smoother with way less artifacts, but this will also cut your texture's resolution in half. An obvious workaround would be to bake and import your normal map at double the resolution you want it to be in game.
With a stone column I personally wouldn't worry too much about it, once you get a diffuse texture on there and bake the lighting it will probably much less noticeable. Super shiny or reflective materials/models would be another story...
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, veteran polycounter,
2,520 Posts,
Join Date Feb 2009,
Location Hawaii
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I just realised i made a typo.
Texturegroup should have been LODGroup :P
I can really see any other solution to this apart from playing around with the compression settings. AFAIK this is a good as they get as the lod size for UI is 4k.
As you suggested before, you save from doing this step a ton of time, you can change the .ini (after backing it up:P)
\UDKGame\Config\DefaultEngineUDK.ini
Change from line 107 onwards 
If you cant edit the file just right click the file>Properties and uncheck Read-only
Sorry i dont have much more to help :/
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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thanks ben, will try it out, and andy's method worked well enough, so this thread is closed once more for the moment
edit: dammit andy made a ninja post :p and thanks man. will try that as well xD
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Quote:
Originally Posted by crazyfingers
Don't use this UV channel (0) for anything, it's made soley for removing the seam. Now go in and adjust your materials UV nodes and lighting channels accordingly.
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how do i switch my texture to another co-ordinate other than 0 in udk?
*edit
oh nvm i found it in node
but it seems now the normal seam is switched to my other UV lol ... confused ...
Last edited by xvampire; 12-29-2010 at 01:59 PM..
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, polycounter,
1,065 Posts,
Join Date Feb 2007,
Location Montreal
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ok, the seam just dissapear after i blend all the seam with pure blue color
rgb
0.0.255
lol, unreal zero normal = pure blue?
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, polycounter,
1,065 Posts,
Join Date Feb 2007,
Location Montreal
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Wait, so you're saying you just used an Constant 3 Vector expression and made it 0,0,255, and then used an add expression, connected the constant 3 vector to it and the normal map you have, then connected that to normal node, and that fixed it?
Edit: Oops, I meant 0,0,1 - Because Unreal is 0 to 1
Last edited by tristamus; 01-03-2011 at 12:24 AM..
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, polygon,
647 Posts,
Join Date Jul 2008,
Location San Francisco, CA
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no, thats for image rgb parameter in photoshop. not in udk, idont change anything in udk
but for static mesh, the regular tangent normal map + lightmass is perfectly seamless ... 
why skeletal mesh is different lol
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, polycounter,
1,065 Posts,
Join Date Feb 2007,
Location Montreal
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could you post your texture properties window for the normal map with unpack min and max exposed as well?
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, dedicated polycounter,
1,437 Posts,
Join Date Oct 2004,
Location Cary, NC
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here
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, polycounter,
1,065 Posts,
Join Date Feb 2007,
Location Montreal
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Your unpack min should be -1, sRGB should be unchecked, and compression settings should be TC_Normalmap or TC_NormalmapUncommpressed.
When importing a normal map if you set the compression setting to TC_Normalmap the previous 2 settings with be set by default.
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, dedicated polycounter,
1,437 Posts,
Join Date Oct 2004,
Location Cary, NC
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