Could it be using a second UV set unintentionally? I've never seen an export/import change the orientation of UVs and your mesh seems to be the right orientation... And one thing I've done for the ugly black shadows is to set the meshes I use with foliage layers to a lightmap size of 4 so the lightmaps are just one blur.…
You should be able to control the pure black shadows with the ambient skylight or whatever it's called. I don't think an emissive can work as actual lighting? I'm not too sure about this though, Do you have a point-light in there? You have a 2nd UV-channel for the lightmaps as well right? Maybe it has something to do with…
The issue you're seeing with your tree shadows is completely normal when they get baked into lightmaps. What's happening is prior to your bake, Unreal uses a true dynamic light to preview your lighting, so you get nice crisp shadows. There are a couple of ways to improve those shadows 1)Increase the lightmap resolution of…
In the arch-viz world, wood is my least favorite thing in the world I like to mess around with Lightwaves procedural nodes - usually Ill mix a couple marble maps being fed by gradient ramps for the colors, then throw a dent map and a noise map over the top. Once I get it looking close, I can then just render out as big of…
Ooh, look, shadows! I baked lightmass once, and it was horribly slow. It looked reasonable, but not real good (it was only preview quality). And aside from that I really didn't get my head around those generate unique UV's for lightmapping. I assume I can use my own UV layout for that? Should I then just create an…
I know this subject has been up before, and I am yet to see any real solution to it. Usually this pops up as a problem with mirrored UV's and normal maps, but the issue seem to run much deeper. There's a huge error in how tangents(?) are being calculated that messes up mainly the light bakes but also the dynamic specular…
So I'm having an issue in a scene I'm currently working on. Wherever there is an object with shadow on it, the normals seem to smooth/soften. I have proper lightmaps for most of the objects in the scene and have read through the udn concerning lightmaps. I'm not sure if this is something that is supposed to happen? I am…
running someone over for the first time in UT2004 onslaught mode and having 'HIT AND RUN!!!' yelled. the first sabre lock in JK2 multiplayer. deflecting a human opponent's blaster bolts back and killing him(!!) with the lightsabre in JK2 MP. meeting the first HUGE monster in serious sam and nearly messing myself. getting…
Well here's the description page: https://jobs.ea.com/jobs/jobposting.aspx?refresh=1&postid=a0z50000000GtDF But let me explain what we really need. This position has been open for a while, and we are having trouble filling it. SWTOR is trying to look a lot better in combat than other MMO's. We want combat that looks like…
Ok, thanks for the information. For the seam, that's probably caused by having two flat meshes side-by-side. That's a very common issue especially in interior scenes when you bake lights. You can try the following: 1. Increase lightmap resolution 2. Adjust Lightmass settings. I forgot which parameter you should change to…