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If there's a thread similar to this question, provide a link so I can check it out, thanks!-
I've always been stuck on this part of the exporting process in Maya. UVs, UVs can't overlap in UE if you want the lighting to work properly; I have created
two uv sets (which I will provideb below) top image is the one for texturing and the bottom image is the UV set for UE
It's been imported to UE and built the lighting to see how it went... and that didn't work well. Here's the images for the mesh (UE images below):
Yes, they're not placed the same way like the Maya version. So I have little idea on why this is happening, please help!
Replies
Try double click on your mesh in the Unreal Editor, and then look at it's properties to the right, and see if the checkbox for "Generate Automatic Lightmaps" (or something like that) is checked, if so, disable it and then reimport the mesh.
If you manually imported the mesh, you need to uncheck the box in the import box.
Btw, from the look of your UV layout for the second channel, it doesn't look like you are making full use of the UV space. Remember that the lightmap resolution is usually pretty low, so you should always try to make the best use of the space.
If possible, fill out the 1x1 square, in some cases you can scale the islands to fill it out. For lightmaps you can often stretch it to make better use of the space. Just make sure there is plenty of space between the islands.
Also, you texture channel is 1:1 and can be scaled right up to fill the sheet.