Hey everyone,
I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as:
1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding...
2) Your islands should be (as much as possible) be perfectly aligned on the grid.
3) For 128x128 lightmap resolution your UV grid should be divided into spaces of 1/128... The formula is -> 1 / target lightmap = texel grid spacing.
4) Having too little spacing between islands will cause light bleeding and artefacts...
With all of this in mind, I made few modular walls for my scene.
Here are the screenshots of my models and their lightmaps:
WALL:
DOOR SECTION:
WINDOW SECTION:
And these are my lighting settings in UE4:
The resolution of lightmaps I'm using for each of the models in the engine is overwritten to 128 and I'm using channel 1 of UV for lightmaps which is the one I created in Maya.
Now the problem is I'm still getting seriously stupid results
Here are the results...
Another one...
At this point I'm ready to jump out of the window, after researching this for the past 4 or so hours...
Anyone could tell me what I'm doing wrong?
Replies
but in general, these errors are not even noticeable once you get some textures in the scene. you will never see those errors on a brick or grungy plaster texture. also 128 lightmaps for a mesh like that is way too high for gamedev, something like 16-32 is more realistic in most cases. maybe even 8 if it was for a console game.