Hey guys! for the last 3 hours i've been going slightly insane. so far i've been pulling my hair out and only have a bout 1/4 of my hair left on my head.
I've been making this train and everything is perfect its just that when i bake lighting i get this huge seam where i mirrored the geometry please help me fix this! i want to keep at least some of my hair. thank you in advance, who ever can help me.
Replies
Other things I can think of, that could be causing this, are overlapping uvs or bleeding caused by a small lightmap resolution whitout enought padding for the uv islands.
EDIT:
Hmm... looks like I forgot to mention you need to mirror your triangulation as well, even though the triangulation on the base of my barrel there isn't mirrored properly as it should have been :poly136:
EDIT2:
Just a thought but now with FBX explicit vertex normals import possible with static meshes, there might be some vertex normal editing tricks that might help solve this issue as well. Definitely worth some experimentation...
I know that issues like this have been solved using the FBX file formats "Use Explicit Normals" option when importing into UDK.
http://udn.epicgames.com/Three/LightMapUnwrapping.html
In UDK you can only mirror your UV's along the X axis.