ZBrushCentral

mirroring uv's for normal maps in UNREAL3

Hi Everyone,

I’m having a few issues with normal maps in relation to the Unreal Editor…

  1. When I mirror my UV’s on an object and bring it into the Unreal3 editor, it produces a nasty “seam”, almost like a smoothing group issue or as if my verts are not welded. The poly-object is brought in as an ASE file to Unreal. The seams are fine when viewing it in MAX.

  2. In general, I’m seeing nasty seams at my UV seam areas on any object in Unreal that has a normal map assigned to it. Even just a 128,128,255 normal map is still giving me seams.

Thank you for any advice or help you can offer.