Hi all!
I've started a new project where I'm creating a street scene inside UDK, I've never done an environment before and also never really used Lightmass.
So I read up on the layout of the UVs, looking at the 3DMotive Tuts and such but I'm still confused when it comes to the padding of the UVs (1px, 2px, 4px?) and why I'm still getting bad shadows and obvious bleeding.
Here's an example of the first UV Sheet I used and the errors inside UDK:
I then tried to add more padding in order to stop the bleeding but got just as bad results:
I'm quite confused as I've looked at various different assets from inside UDK and even on the UDK site where they talk about Lightmaps and their UVs seem to be much more tightly packed and receive much much better results.
I'd really appreciate any feedback on this because it's been driving me mad for a couple of days now, I seem to even be getting errors with some even more basic shapes. Thanks
Replies
It's your modeling that's wrong. Not your unwrapping.
As it says on UDN it's better to model your meshes as a contiguous mesh with no open edges so you can lightmap them with fewer UV islands and not have to worry about bleeding. You should be able to model your window so it's a single UV island.
http://udn.epicgames.com/Three/LightMapUnwrapping.html
I think you're right though and I've been going about this the wrong way, I should be able to unwrap the window into a flat single island, I'll try it now and post the results, thanks
This is what I came away with, can anyone see any immediate problems?:
It's still on perfect but seems to be better, I'm guessing if I work on the unwrap a bit more and space out the sections a bit better I will come away with a better look in UDK, thanks for the help
Am I right in making the grid spacing that size, as in UDK 2px is removed to create a buffer for the bleeding around the edges?
don't allow space around the edges for bleeding. UDK adds padding to the edges so any extra space you add is just wasted pixels.