Hi All,
So I'm trying to create a modular building set for a sandstone wall. I started with just a basic bare wall which tiles in Max:
When imported into UDK it looks horrible, with some kind of lighting error like this:
I don't want to move onto the other parts until I've got to the bottom of this so any help would be greatly appreciated!!
Cheers
Replies
You could also make a few variants of a larger size so the seams will be less prevalent. So 2 blocks, 4 blocks in a row etc.
and cover them up with decals / other things such as pillars.
The window block is causing issues with the lightmap, and I simply can't find the fix online. I've seen the video where the guy does it with floor planes, but it isn't that simple with this.
So here is a screenie of the issue:
To solve the normal block, I simply created a second UV Channel, disconnected every single face, and gave it a decent amount of space. With this, its not so easy, due to the triangular parts enabling me to cut out the centre of the window. When I try that method, it gives me some even worse lighting issues! So I'm back to square one with this annoying shadow running down the seam. As you can see from the image, my lightmap is composed of two parts, the wall mesh and the window mesh (they actually have completely separate material ID's when imported so I'm technically using two different materials on the one mesh). My lightmap res is at 32, and raising it does decrease the effects, but even at very high res the problem still persists subtly.
Any help would be massively appreciated!!!!!!
Cheers
http://www.polycount.com/forum/showthread.php?t=93055&highlight=lightmap
I especially enjoyed the video posted there.
For me, it was a bit more complicated than that because firstly: I was not just using a plane, and secondly because I have no idea how you are supposed to know you are exactly on a pixel with perfect accuracy.
Tristamus: It's not necessary to break every single UV, its simply the face which is meeting another face with a completely flat surface - thats where the errors occur, and thats when the the edge needs its own UV space around it.
Sometimes breaking up all of the UV's can work, but if possible you want to have stuff stitched up where you can, if for nothing else than to save on UV space...