Trying to sort out lighting for my level but getting a lot of problems, there are a lot of unwanted shadows in places and a lot of colour bleeding which i believe is down to the lightmaps from what i've read about the problem. Most of my assets have overlapping UV's as a lot of the textures are repeated, but i hear that…
I sent this link to our render programmer to read, he said the cryengine stuff still requires a bake of the light volumes. So it's not as magical as I had thought. I think you have to do some other rigging too so it's not as easy as just dropping your scene in and getting magical GI results. No lightmap uv's though which…
I have been creating an inn for my game project, and everything was going fine, building just fine, no artefacts etc. I have re-imported the block out of the tavern as I wanted to remove some elements to fit the newly textured modules and built the light, this is what I get. Someone suggested I increase the lightmap…
RE lightmap UVs, unless it's something complicated or with lightmap-unfriendly shapes, I just let the auto-packer do its thing :) RE bleeding - I find if you're careful you can avoid bleeding. E.g. if I have a group of light fixtures in the same room (like the example above) I like to have the immediate spot lighting as…
Hey Zac, I figured out the lightmaps for the most part. Just really time consuming (didn't notice that when I hit "layout uvs" some of the shells overlapped on my lightmap). New issue. Whenever I import my large roof into UDK, it's all messed up. The one on the right works, but as you can tell, the one on the left is all…
Minor update: Not sure if it's the normal maps need some extra lovin' or whether I need to look at the lightmap UV layout, but I'll get to it either way. I suspect it's the lightmap. Moving on to the staircase's handrail today - had to abandon the previous design as it just wasn't practical to optimize it. After that,…
Thx for the help ,checking normals/binormals helped a bit, but still had some splotches, had to rescale my meshes and raise my lightmaps res to get some "ok" results (my lightmaps goes from 128 for a single plank to 512 on some meshes :s ) For UE4, i'm planning to subscibe soon ;) Here where i'm am atm (materials need some…
It generates one if the checkbox was enabled upon import, or in the static mesh editor , and the new setting was applied. You can always just check out if it made a proper one or if it made one at all, by displaying the uv maps in the static mesh editor. The auto lightmap uv generation works nicely, if the first uv channel…
Hey guys, from reading this thread...I realize you mostly use standardFX so I wanted to pose this problem that I'm having. I use 3ds Max 9, and for whatever reason my AO lightmap won't show up in the 2nd channel (it has different mapping than channel 1) I'm working on an art test for splash damage, and they'd like to see…
Hello, for testing purpose I want to render my unfinished sculpt inside ZBrush. Im very new to rendering in this program and I get prompt problems. The shadows are very strange. In der first screenshot I used the Ditch River HDRi and only the lights in the upper part of the LightCap Setup cast shadows. The shadows under…