Thanks guys! :) Yeah, forgot to mention that. These are compo grids attached to post process. I've made a version for UDK in the past. I will share my UE4 version next time. Totally agree that it's too busy and contrasty mate. Not even trying to justify myself, I'll try to a better job next time :)
Yeah so I think that is light map bleed actually. Here is a awesome video. If you can follow this and when you snap those edges to the grid in lightmap channel hopefully that will give you more of the result you are looking for. https://www.youtube.com/watch?v=gEKjk049bUU&list=PLA59F1E61EB00AF17&index=22
Not all electricity needs to come from the grid. Some clickers generate their own electricity, the buttons have a lot of resistance to them, think of a hand crank radio, but only generating a tiny spark with a small but firm press. Some clickers are physical flint/steel. Besides you can always light the gas with a match.
In maya if you duplicate your geometry so that you have each tiling edge tiled (eg, in a 3x3 grid if it was a tiling floor piece) you can just select the verts around the edge of your original and do Normals>Average, then it'll smooth the normal even across objects. Hope that made sense.
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? Lightmaps are at a 128 at the moment. I've tried upping it from 32 --> 128, but it's…
Have you tried the snapping the UVs to a power of 2 minus 2 grid? https://answers.unrealengine.com/questions/92819/lightmap-uv-alignment.html http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/ I haven't been working too much with lightmass in UE4, been using mostly dynamic lighting…
Post your UV layout, preferably with some sort of color grid for reference. It looks like you're trying to make the edges of your chair seamless, which usually results in normal seams when baking. I'm not sure what you're using, but for even UV island spacing I use TexTools for blender.
Make sure any of your stacked UV shells/ dupe meshes that you are using to share textures, are pushed outside of the 0,1 UV grid space. It could be that your stacked UVs that have no appropriate high poly are over-riding your unique UV shells that are trying to bake from the high. Make sense?
Take a look at polycount's own base mesh depot, especially Selwy's Arthur mesh: http://wiki.polycount.com/BaseMesh I tend to prefer grid topology with a few edgeloops when needed...poles are almost unavoidable, but can prove useful when they can be placed in landmark areas of the skeleton poking through skin for example.
@leleuxart: Yeah found out UV was not aligned to grid and UV padding was small., now the seem is gone , and I am happy :) Also brighten the brick wall texture. When you say watch the histogram, I dont know what actually to see, but do you think this much bright texture is okay ?