I am having troubles creating modular assets. Specifically - walls and floors. I've seen countless topics on the internet and tutorials on youtube, everyone seem to run into this problem. And in those videos people tweak some lightmass world settings and magically get great results.
However, no matter what I do, if I do the same thing as they do in the video, I sill get bloody seams!
Please, ignore the glow-through upper walls, they are not finished and don't have proper lightmaps.Anyway, as you can see, the 3x3 meter tiles on the walls, floors and ceiling all have different shading after baking light in production quality. You can also see the ligtmass settings on the screenshot.
I tried all different combinations of scale/smootheness, including the 0.1 and 10 that is being recommended in many youtube tutorials. However, I still get the different shading on the tiles all the time.
The only thing that comes to mind to fix that is merging all the tiles into a single mesh with a single lightmap. But that's exactly the opposite of the idea of creating a modular asset pack >_>
I am looking for any advice, because I'm all out of ideas.
Replies
Well... I guess combining tiles through merge actor tool is good for optimization anyway. And it gets rid of the seam issue. So I'll just stick with that for now.