
As you can see, the normal maps are stretched right out from a central point, which creates black lines on the face to which it is applied:

This happens to the normal map in question no matter how I configure the generation of said normal map (I tried using Crazybump and Nvidia's photoshop plugin), and it happens to any materials which uses it. I hastily created the map in the screens to demonstrate the effect. It occurs on world brushes, displaced geometry and any material to which the normal map is applied (hence the lines crossing onto the second material on the ground and cliff displacement).
If anyone knows a solution to this I would be very grateful. If not, I'm off to UDK forever.




