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Lightmap Quality Issue

polycounter lvl 15
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Razorb polycounter lvl 15
Hey guys! i pressume this is related to the type of compression lightmaps undergo... and i feel that i most probably wont beable to really "fix" this.. but maybe there are ways to improve what i have?

I want a pretty white environment with very dark low lighting, but it seems my textures dont have enough gritty information to hide the lightmap artefacts!
Each static mesh has a 512 lightmap baked on production settings in UDK!

Anyway here are the shots, hope you guys have some advice ;(!

This is a screengrab in Lit mode. (Notice along the right side of the static mesh, it looks like some lightmap artefact party!)
lmlegay01.jpg

Here is the opposite walls in Detailed Lighting view aaaand the lightmap UV's
lmlegay02.jpg

And finally just a quick unlit view!
lmlegay00.jpg

Thanks!

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