Hey girls & guys,
I got some issues and questions with the lightmaps from udk.
First I show you my process:
For a simple and clear exemple I made a simple cube and a simple plane in Maya, then I snap the Uvs of this two objects on a 32x32 grid. The plane use 100% of the UV space.
I import this 2 guys separetly in UDK, put them in an empty map, add 2 lights and bake the lightning with lightmass.
But when I look at the objects with the "lighting only with texel density" enable, I see the checker didn't match with the hard edges of my cube.
And when I look at the plane I count only 30 little squares instead of 32.
I guess that this problem is responsible of many lighting issues in my meshes like this one.
So if somone can explain me what am I doing wrong it would be awesome. I really want to understand why 32=30 in Unreal Editor.