turns out all i had to do was flip the green channel of my normals -___- for EVERY xnormal's normal bake. haha . I did so many methods to try to fix this:
changing the UVs
checking the normal's face direction
checking/unchecking almost every box in the import and export option
UDK material editing like uv texture coordinate adjustments and so on
adjusting smoothing groups in max
MULTIPLE bakes
baked through xnormals, baked through zbrush,
and MANY more
and allll it took was a simple green channel flip? it turns out that xnormal's normal bakes will commonly have to have the green channel flip...so hopefully if anyone runs into this problem like i did and reads this, here's one option to fix it :D and if it doesnt fix it......good luck :) ask me if anything though.
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