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Need advice on lighting a scene & some light issues

polycounter lvl 5
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Pioldes polycounter lvl 5
Okay, I'm currently working on an interior scene. When I build the lights, I get some overlapping uvs some wrapping uvs erros. For the overlapping, I think it's pretty self-explanatory, but I'm still unsure what's causing the wrapping uvs error. Could it be something related to the lightmap padding? When I get around that, it might fix the odd shading on some props.

Second of all, I need some guidance on how I should tackle lighting this scene. I am really not satisfied with how it looks so far, and fiddling with the post-process only gets me so far. I'd like this to be a shining portfolio piece, not the subpar attempt that it is right now x)

On a little side note, I also have no idea why the candles on the ground dont have Ambient Occlusion.

Running in DX11, by the way

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Oh, don't mind the udly yellow smear on the wall, it's a decal test that didn't turn out right.

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  • Pioldes
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    Pioldes polycounter lvl 5
    wip7.jpg
    Ok... I worked on it today, modified/added some props and changed the layout a bit. I also tried building with Production lighting, which still gives me problems. The worst is that I just realized that none of my props cast any shadows when I build the lights... There is absolutely no shadows in my scene and I have no idea why. On top of that, I'm still having the ''overwrapping uvs'' error on some props, even after I went and re-done all the lightmaps...

    I must be doing something quite wrong. Basically, when I have a prop done (let's say the deer skull), I put an unwrap uvws modifier on it, change the UV channel to 2, select Move Uvs to this channel, and then I pack so there's enough padding between each isle to avoid bleeding. I try to hide the seams as much as I can and to have continuous surfaces.

    I was giving myself a very strict wednesday deadline to update my portfolio and I'm getting worried I might not make it if I don't solve those issues quickly...

    Oh, and... any tips to get proper lighting on a mesh with a lot of planes and alphas? The broom looks atrocious while it looked good with 3DS Max's hardware shading...

    Anyone? : s
  • Pioldes
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    Pioldes polycounter lvl 5
    Okay... so I managed to get shadows from a dominant directional light, but I can't get shadows from a lightpoint (for the candles). I got every shadow boxes checked, and yet, whenever I build, I lose all the shadows from the lightpoint.

    What gives?
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