So I'm working on a level for my portfolio, and it's a down town area (my hometown) and I decided to go with tileable plains. Now the problem I'm having is that they aren't receiving lighting information correctly as you can see in this pic.
http://s647.photobucket.com/albums/uu192/gannonroader/?action=view¤t=problem.jpg
Now, for some reason photobucket isn't displaying pictures right for me, so if the picture seems off in color or it's really dark, that's photobucket issues. The issue I'm talking about is how you can see the 3 seperate pieces of road for some reason, and only one of them recieves lighting. Theres a few objects in that scene as well, and it's only the road that's having this problem. Any idea why? The sidewalk i'm using is built the same way, only it's not made of a plane, I don't know if that would make a difference.
Replies
You'd probably also get better results from a road shaped mesh that is nicely segmented.
Though sometimes you just get wacky errors. I did a modular sidewalk that would have odd lighting errors whenever it so desired.
I also try and keep my lights in between 2 meshes. I notice lighting issues a lot more when I have a light directly over a mesh. It seems to steal all the light and then give the other meshes less :P
But anyways, I must be an idiot, because i've never heard of a second uv channel for lighting. How is this achieved?
However, I second vig's decree of normally you add the second channel in your native app before exporting. While the UDK can generate decent uv's they can't beat the hand laid or re-arranged approach.
***Update***
So I tried that, and re-exported. I also adjusted the collision mesh slightly as there was a touch of overhang. When I re-imported and rebuilt the lighting, it seems to have fixed it. Was I supposed to do anything with this second UV channel in the editor? Should I be doing this with all of my meshes? I've never heard of this before.
***Update2***
It's still not perfect, and still somewhat of a seam. Is there any kindof tutorials for creating roads in UDK. I'm very close to what is more than likely a very popular method, but somethings just not turning out quite right.
This
You HAVE to do this to ALL of your meshes.
He says "In 3DsMax (similar in Maya and others) add a new Unwrap UVW modifier"
Does that mean, add one to what you already have there? Or just have one, with the channels set to 2?
Sorry to sound rude as this has been addressed a few times on this site and is very easy to find info on with just a little bit of reading and about 10 minutes of your time.
That sounded rude too, but wasn't my intention.
http://www.louismarcoux.com/Videos/UVWMapFromStack.wmv