Ugly and wrong self-shadows on skeletal meshes

Anyone got an idea why self-shadowing is always ugly for me, at least on skel meshes? It looks fine in the mesh preview window, but wrong in-game. Almost looks like a smoothing group problem but the smoothing groups of the mesh seem to be fine.

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I would reckon that has more to do with lightmaps in UDK/UE3. They have to be adjusted alternatively from the standard texture UV map. Unfortunately I am not very skilled at that myself so I’ve come to just tolerate this predicament…