Getting some bizarre artifacting on lightmaps for this static mesh, this is just a lowpoly with flat grey diffuse and a normalmap on it:
I have no idea what is causing this or how to fix it. It isnt happening with other meshes where I used exactly the same process to import and light them. The weirdest thing is when you break the lighting and need to re-bake it ... the weird artifacting is gone and the normalmap starts looking like its actually being rendered.
this is the material
actor properties:
Replies
What are your shadow settings? Modulate? Normal? I doubt this will help but have you tried flipping the normal map green layer?
Turn off overide lightmap resolution.
I'd try re-mapping the second channel with fewer UV islands and fewer seams. The fewer seams you have in your lightmap UVs the fewer opportunities for bleeding and splotches you'll have.
Remember lightmaps have no padding. So everywhere you've got seams is black and that will bleed into the lit areas causing blotches.
Are you using lightmass? What are your settings in lightmass?
Also, instead of using the lightmap resolution override, have you tried just adjusting it in THAT particular static mesh assets properties window?
It might sound strange and it's just a guess, but what about the scale of your mesh? Is it around the same size as a typical UDK prop? Maybe 192 units or so tall? If it's really small then the lightmass settings might have an effect. StaticLightingLevelScale might be something to tweak if that's the case.
It happens to the best of us ^_^