Hey guys, I'm working on a mini environment to demonstrate some technical stuff (thus the low quality) and I'm getting a lighting bug that looks a lot like a normal "no light map" bug would look where the seams of my modular wall piece look really obvious. Here's a shot:
The wall piece (and the filler wall piece above the door) both have lightmaps set up but I'm getting the error, regardless. Any ideas?
Thanks
Bean.
Replies
Either way, lightmap wise the low resolution of your lightmaps are helping much to begin with. I would increase the lightmap resolution, and look into lightmap gridding. Lightmaps like other textures are pixel based. Pixels are squares. Thus an image is actually a grid of pixels. Aligning the UV edges of your lightmaps to a grid of 64 or 128 results in significantly reduced lightmap seams. It may not fix it entirely, but it will improve significantly.
I have cursed the lightmap system in UDK so often, because it forces me to think about my lightmap more than about the actual model. The first dozen times I imported some mesh I always lived in fear of seams, etc. I tended to stretch the shells as large as I could on the UV map, because I wanted to get as much resolution as possible.
However, what worked the best for me is to keep everything at a relative scale to the mesh that it is going to snap to. So in your case with the part above the door, I'd make sure it's rotated the same way like the other wall piece(s), but only (about) a sixth their size on the lightmap UV. It's quite logical actually, because if you were to stretch that uv shell across the entire UV space, you would get a higher lightmap resolution on this part in relation to the other parts, even if they all are e.g. a 128 resolution in UDK; it would simply have more UV space than the rest and therefor different shadows.
And yeah, Hourences sells tutorials and makes award winning games, so he certainly knows more than I do. I just know how frustrating the lightmap issue was to me and wanted to add my experience with it.
every shell should have 2 pixels of padding along all it;s border edges, and also borders should not cross through the middle of pixels in the lightmap.
If im using a largest lightmap like above 128pixels i will even go as far as 4px padding.
So what you should do is this, set your grid spacing to a low power of 2 number, like 2 or 4, and make sure all of your shell borders are on the grid, where possible, and that there is at-least 2 grid spaces between all shells. 2 Grid spaces between would equal 4 px padding, 2 px for each shell. so would want 4 grid spaces for 8px between shells to give them each 4px padding if working in a larger lightmap size.
Also the default light map size in udk, is way to small for anything but small props, so find some good values for it, for your props, vs environment pieces.
yes sounds like a complicated mess, but it works, also lighting still can bleed over connected edges in the UV map, so if you want a edge in a mesh, to light like it is a hard edge, spilt it in the lightmap UV's, and give it padding.