UE3 - UT3 skeletal mesh unlit and normal problem?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

jgibz

New Member
Nov 17, 2008
5
0
0
Hi everyone,
I'm fairly new to the ue3, and I've been having trouble displaying the normals on my character. Also when I put the mesh into a map it looks completely black/unlit.

here are some screens:

Maya viewport:
mayaviewport.jpg


ue3 viewer:
viewer_problem.jpg


in game:
ingame_problem.jpg



Im using .tga for color, specular and normals, all 1024x1024
TIA for any advice
 
Last edited:

jgibz

New Member
Nov 17, 2008
5
0
0
damn, i don't have the original high res :( it's an older model and I lost the file but still have the normal map, from mudbox v1.0

anyone know of a normal texture editing software that can flip channels?

could the model showing up black be a result of the normal map?

*my material:
material.jpg
 
Last edited:

Dogger

New Member
Oct 4, 2004
122
0
0
Open the normal map tga in photoshop, open up the channels tab, click on the green channel and invert it. Being black is nothing to do with your normal map, might be because you havent rebuilt your lights or the light is inside the character.
 
Last edited:

Anuxinamoon

New Member
Feb 4, 2009
18
0
0
If its a skeletal mesh you may need to set up your lights lighting channel to Dynamic.

Select your light. Hit f4. open up the lightings tab, find the lighting channels tab and check the Dynamic checkbox.