Ok so Im getting some really strange results with my lighting in the UDK, Its getting very muddy whenever I build the level, I wasn't havent this problem earlier, but I haven't changed anything(that I know of) to cause this result.
Within Max I have the texture UVW on channel 1 with the lightmass channel set to 2. hers it in the content window.
I have the channels set properly within the editor to my knowledge and the UV's are laid out perfectly(I used flatten mapping for the lightmass UV)
heres in game
Anyone wanna take a stab at this? Cuz im friggin' stumped, ive tried all i know how to try and followed plenty of tutorials to see where I may have screwed up my workflow. But for the life of me I can't seem to figure out whats causing this, if anyone wants anymore info let me know.
Replies
Also just to check, uv chanel 1 in max is 0 in UDK, so chanel 2 in max and 1 in UDK, etc. Make sure you have the right lightmap index selected and a big enough resolution to capture it.
For something this size with a great lightmap, you could use a 32x32 lightmap res and get great results with lightmass. I can't see what your light setup looks like, but just for testing, put the piece in a black room and setup a light and shadow caster that will cast shadows onto this mesh. Keep fixing the lightmap uv's till you have a nice shadow res.
-Tyler
Heres are the light Parameters
Not that I am aware of, i havent turned it on, don't even know how to at this point (im new to lighitn in Unreal if you cant tell)
heh, don't worry about it, if I worried about people being blunt I wouldnt be posting this stuff (I should thank you actually) but im still running into the same problem even with this UV set up.
I apologize for taking so long to respond to you guys, been a long day. I really appreciate the help so far!!
Not always. If you have everything stitched together, you're going to get a lot of bleeding over corners and such. You want there to be breaks on places you want hard edges, say, the 4 sides of a building. You wouldn't want to stitch those sides together, since the lightmap will just blur across the corner and look like a mess.
So I take it you've tried setting a larger map size? What level of lighting are you using? Preview? Medium? Production? Each one changes the resolution of the lightmap calculated.
ok, forgot to change the lightmass res when I changed the UV's here it is afterwards, looks much better, still not perfect, but now I know im heading in the right direction!! Thanks so much!
^ ^ What Josh says is very true. If you can make nice breaks where this stuff will occur AND reduce the number of islands (which lead to seams) then you'll be much better off.
The lightmap is looking much better. You could still select all your UV's and scale them up in Y and fill out your 0-1 and get more lightmap res. Again, stretching won't affect the lightmap.
All I'm seeing now though is just some very general lighting - ie no dramatic shadows or light so it's hard to tell whats going on. Are you baking w/ the production preset? And sorry, I didn't realize how large the asset was - you could get away w/ a 128 lightmap if needed (ie you have lots of nice, detailed shadows on it).
Lastly, don't always fret about small lightmap issues - in the end a good majority of them will not be noticeable once texture is applied. The key is to make sure you don't have any obvious bleeding, and that your shadow and light detail are soft or crisp depending on the lighting.
-Tyler
I've got one large light in there right now, to just kind of mimic what overall shadows I want cast by what will eventually be a sun in a skybox. I'll start a thread soon enough to detail what exactly im doing, and throw the link on here in case anyone is interested. I am only baking preview to medium right now, as high or production crashes at 98.72%, I'm still messing with my importance volume for that.
Thanks again everyone!
As for spending time on it - take your diffuse uv set, copy it to your lightmap uv set and start there. Should not take more than a few mins.