Hey PC, I'm having some issues with my modular scene having some really bad seam issues. I'm honestly not sure what is causing it and I'm not a pro at UDK, so I'm hoping you guys can help.
The modular pieces seem to be tiling just fine in max, but when I get them in UDK, the lighting or something is chewing up the seams and making weird shadows along the edges.
Any pointers? Thanks!
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Thanks for those tuts Jessica, they are very nice and there's lots of them
Here's a shot of what it looks like currently, with the edited UVs
I've found a few threads about similar issues that I'm going through now, I'll keep this updated!
Any other advice would be appreciated! thanks!
So, there is a way to get rid of it, though I wouldn't recommend it;
by adding this line '-MAXQUALITYMODE -NOTEXTURESTREAMING' to your editor shortcut, you'll disable the mipmapping. That being said though, for all I know the filtering might still mess it up, but it should solve it anyway.
As for the method I would recommend; Build it in bsp! Or if you prefer, in max/maya/thingie
Each of those pieces is only a couple of hundred polys so joining them together would only be a tiny hit on memory. And if they're joined together there won't be any seams.
I totally agree, it will reduce the drawcalls to merge the wall into one piece.
lots of static mesh is worse. Bsp is bad if you over-use it. But in many situations the costs aren't as bad as the alternatives.
I switched to using BSPs for the walls, floors, and ceiling. I figure I can use decals and such to break up the repetitiveness. Thanks a lot for your help!