I have weird problem with light map resolution in UDK. I not talking about bleeding.
So I have spent some time on that topic to find out what resolution of light maps is the best for static meshes - I found that 64 is standard. Ok, I thought that is true but not in my case. I also downloaded a free scene made by Jordan Walker's, and I check which resolution he used - there were 32 on prabably every static mesh.
Below you can see that issue. I used 128 but as you can see it looks terrible.
https://copy.com/iuLINmovRYjQ/lm.JPG
I used point light.
@edit
With 512 resolution
https://copy.com/ncRi1X6HUExQ/lm2.JPG
Replies
Here is the comparison:
before disabling the lightmap compression:
after disabling the lightmap compression:
But THANK YOU for cluing all of us into the compression setting.