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problems after importing models in udk

polycounter lvl 16
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Anty polycounter lvl 16
Hi guys, I am working at a scene in udk, the models are created in Maya, and then imported in UDK

After I builded the lighting in UDK , some strange lines of shadow appeared; pillars have the same problem

Can anyone tell me what should I do to solve this problem?

Replies

  • Sean VanGorder
    Are you creating a second unwrap for the lightmaps to use?
  • Anty
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    Anty polycounter lvl 16
    Are you creating a second unwrap for the lightmaps to use?

    Sorry, I don't undersand the question ... the lightmap is created automaticly by the engine, I think, when I am building the lighting, I use only the difuse and normal map textures
  • Ben Apuna
    You need to create a second UV set for each static mesh for UDK to make proper lightmaps.

    Copy/pasted from another thread:
    Ben Apuna wrote: »
    Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps.

    The general rules for lightmaps in UDK are:

    1. Make sure there are no overlapping UVs.

    2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent light from bleeding over to different parts of the model. Back In UE3 you also needed some padding around the outer edge of 0-1 space. Then with UDK Epic originally said you don't need padding around the edge of 0-1 space. Then they made some sort of change that caused lightmaps to be mip mapped at a distance. So I'm thinking it may be best to put at least 2 pixels of padding around the edge of 0-1 space again. Though I'm not too sure about that.

    3. Weld the UVs where you want smooth continuous lighting.

    4. Split the UVs where you want a break in the lighting. This will probably be where you have hard edges (smooth group splits) on the model itself.

    More advanced techniques:

    5. Scale the UVs of faces you want more shadow detail up.

    6. Scale the UVs of faces that are always in shadow down.

    Check out these tutorials:

    http://www.hourences.com/tutorials-ue3-lightmapping/

    http://udn.epicgames.com/Three/LightMapUnwrapping.html

    http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/
  • Oniram
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    Oniram polycounter lvl 17
    also you may want to go in and optimize your mesh. it looks like you've essentially got a boolean in the wall mesh judging from the maya shot, and unreal is creating its own triangles to compensate. Those long thin triangles tend to always give weird lighting results. do some custom cuts so that the triangles/quads will have spacing in between them, and so they dont all end up at one point.
  • Grimmstrom
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    Grimmstrom polycounter lvl 7
    It looks smoothing issues cause by lots of long thin triangles.
  • Anty
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    Anty polycounter lvl 16
    I solved the triangles problem from the door, add new edges, and done the second uvSet, now it looks much better

    thanks for the help, everybody
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