If you want uniform lighting you will need to either add light maps or add more vertices to your meshes and increase the lighting sub-divisions so that the vertex-lighting is more evenly distributed across the mesh.
Thanks for the link Scruffy - but I couldn't find anything on exporting vertex alphas from max. I know about using the meshpaint to blend textures together; but that's not what I'm trying to achieve. I'm sure it's probably quite simple - either that or not possible. Essentially I'd like to import a second mesh made up of…
Guys anyone know how to get rid of this annoying seem?? THOSE are 2 separate meshes one near other! when i rebiuld lightning the seam appears, got normalmap backed continuously (like low poly where copied and attatched to both corners of base mesh so the vertex are ok), it looks like sth is going wrong in lightmap (vertex…
Alright I was following the 3d buzz video tutorials and came across the same errors with vertex lit meshes I described above again. The funny thing is that 3d buzz's meshes look perfect. This is really pissing me off :(
Ohh that's quite useful thanks a lot! I stitched all my seams together because I read somewhere that the less seams the better. But it does not seem to be the case for lightmap uvs. The vertex lighting inconsistencies still persist though.
Are you sure thats whats happening? Is there a UV seam there on your lightmap? Looks like a lightmap res issue to me. What does it look like in lighting only mode? What about baking vertex lit or increasing the lightmap res? -Tyler
It still wont import. I tried the merge the vets. Itook it into the UDK dev kit (originally it was Unreal 3), and i get "generate/imported vertex count ratio(6836/3476) exceed expected percentage(96.66 percent vs 25.00 percent expected)."
The way that I have found to get around this is to first open whatever I exported out of Unreal in side of Milkshpae 3D and then re-export to a .3DS or .OBJ. The reason that I use Milkshape is because for some reason it tends to handle the direction of the vertex normals better than Max can.
Hey guys. I've been using UED for some time now. It's quite a nice editor, sometimes a bit too old fashionable but quite enjoyable overall. However, I'm having a bit of a trouble with lighting. I modelled a few generic modular pieces to block out my level (sidewalks, cubes, walls, etc...) and they look terribly wrong when…
Gamedev: Don't believe it's a seam issue. Here's 3 of them side by side, the one on the left is vertex baked, the 2 on the right are both 512 light bakes, one rotated 180 degrees. There's certianly a seam issue on the top, but more importantly the light bake simply makes the objects too geometric. I suppose i could bump up…