It took me awhile to notice it, but it looks like it's only on one part of the mesh? Have you tried increasing the lightmap resolution? Could you post the lightmap UVs? I'm pretty sure UDK can't/won't run in-game without lightmaps, just like it has to compress the textures. If you don't want to use lightmaps, you can use…
I would try and see if its better at 256, but actually your lightmap uvs should be better. http://udn.epicgames.com/Three/LightMapUnwrapping.html Its a bit hard to explain, but there are those inward extrudations on those walls. You should have that wall as one uv island on your lightmap uv, and not every face of it as an…
Hello again, So i've searched the net for what's the best solution for baking ambient occlusion, i've also found the thread here on polycount on baking maps, but to be honest i'm still a bit confused. Let's say I have a big level with multiple assets inside.(i have channel 1 diffuse, and channel 2 lightmap) 1.From what…
So I've been getting some of the first building set modules into UDK to test how they handle and found that the shadows seem to act a bit odd once they're baked. I've previously worked with lightmaps a bit on basic objects but I've not fully worked with them on more complex ones which is why I'm here asking for a bit of…
Hello! I created a model and mapped a very simple texture (containing of two colors) to it. Since the model is for The Sims 3, it must have more complex UV mapping (because you can apply patterns ingame). So I took the free standalone lightmapper called Gile, unwrapped the mesh and created an ambient occlusion map. My…
another follow up question... if I have my lightmap on a separate channel from my diffuse, and simply use a tool, or "flatten mapping/pack uvs" to instantly generate the AO/lightmap, then I cant multiply my lightmap onto my diffuse texture in photoshop. Since you dont usually move all faces by 1 unit and/or share UV space…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
I have read MANY tutorials and threads on lightmap UVs, but it seems I am still missing something here. I made a very simple tile to try some lightmap UV unwrapping. Even though I though I followed all the "rules", I still got a little bleed on a couple of edges. (the offending edges are not the ones on the edge of the UV)…
Hey guys So im working on a scene and i was using the August build and was getting nice shadows like this but then i went to December and started getting really blobby rubbish shadows like this so i went back to August thinking it was a bug or something and now i still have rubbish shadows its annoying because my shadows…
bens link has some good info info, generally i used exactly the same techniques, if you had a good tpage for an object already then its dead easy just get rid of any layered or mirrored parts one thing ive found very usefull is the softening or hardening of edges by using lightmap seams....the lightmap wont be filtered…