Hello Polycount ! I'm a student in computer graphics and my last job is to create a little game on UDK ios for Ipad2 with some friends. However, we get some lighting issue when we export our work on Ipad Everything works right in the mobile previewer and in the viewport (obviously). But once we cooked the game and test it,…
HI, this is my problem, if somebody can help me it would be very thankfull... Ok 1: one object in lightwave animated with bones ( a character), and i get the .mdd file ( MDBaker...) 2: i export this object ( wavefront .OBJ) and .mdd file into CLO3d. 3: In CLO3d, i make cloth and animate with the object i loaded ( .OBJ,…
Hello, I modeled a modular wall facade, and split it in half to stack the UVs to save on texture space. I combined the Two Stacked halves and imported into Unreal Engine 4 version 4.20. When I build lighting the lighting was weird and broken because of the lightmap from the stacked UV's im guessing so I made a second UV…
Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall. All of my materials are set to double sided. I am only…
I have a bunch of objects in my scene that use custom vertex normals (for chamfered edges) that appear to be breaking the lightmaps. They are coming out looking like they are at a way lower resolution than what I set for the mesh (256-512), and also it looks like the normals are inverted, which I know for a fact they are…
Hi! I am getting these white color bleeds around my edges for some reason. The lightmaps were baked in 1024 resolution with the presentation preset. The top and bottom (roof and floor) are separate meshes, and the bottom floor mesh is even intersecting with my wall. All of my materials are set to double sided. I am only…
Hi everyone, I'm busy making a next gen gun (almost finished). But I'm having problems with my normal maps & symmetry in UE4. I've used photoshop/quixel for texturing / normal enhancement & 3Ds max for everything else. I know the number of normal/symmetry threads is already over 9000. But I can't seem to find a solution by…
Hi polycounters ! I'm stuck on this and I wondered if you could help I've had the issue described here http://www.polycount.com/forum/showthread.php?t=86635 and here http://www.polycount.com/forum/showthread.php?t=94079 I did change lightmaps coord channels and rotated the Uvs (If i don't specular still don't work)and here…
I build this realtime project in about 2 month. Its a commercial center located in tehran. Its full HDR. Including 16bit float lightmap. The result is correct tonemapping. Game engine: Quest3d Model: Maya Texture: Photoshop Render engine for lightmap baking: Turtle EXE…
I've got a mesh that has to repeat about 32 times, a large cylinder like structure, so every piece has the same Materials and UV data.The problem I'm running into is my Lightmap UV in Unreal: Would it be better to just have one piece of the mesh repeat 32 times INSIDE Unreal with Good lightmaps. So a tiny portion that I…