Hi. I'm pretty new to UDK and was hoping someone could clear something up for me. See that light seam where the top of the mesh meets the side?
The other side doesn't have this problem, but the thing is my UVs are overlapped on this side. Is there any workaround, or do you either just have to not overlap or just put up with it? I understand that I won't get this problem only if the UVs are sewn together, but that kind of makes it hard to make good UV maps.
I put the asset in that scene that Jordan Walker made available on his website, so I'm pretty certain the lightings good and its something I'm doing wrong.
Replies
If the answer to the 2nd question is "no" then:
Copy/pasted from another thread:
I hope that helps.
Is it something to do with normals overlapping in UDK, maybe?
Is this the regular UV set?
A better way to handle this would be to mirror the left/right side, or use a non-square texture.
Yeah, I found a way, but damn, it really limits the UVs as I can't overlap.
Check out this video for a more in-depth explanation.
[ame="http://www.youtube.com/watch?v=ntx10JMl9f4"]Fixing Lighting Seams in UDK - YouTube[/ame]
I see that video posted quite often. While it does provide some insight, I don't see how it's a solution. You can't uv moderately complex asset so that uv seams don't "fall in between pixels". Also, lightmaps will compress, mip and stream like crazy and your asset has to hold up.
@Hayden Zammit
You are wasting tons of space there. If your uv is part of bigger texture atlas then make second uv channel for lightmap and unwrap your object properly (use all the space available and split uvs where your object has natural seams)
This image might prove useful
http://udn.epicgames.com/Three/rsrc/Three/ContentBlog/ContiguousMeshCleanLightmap.jpg
It just threw me off a bit as I use that sort of approach all the time for Mental Ray renders without any problems.