Thanks for the help guys but I need to point out this is not a lightmap issue this is a 'lightmap specular' issue. The key difference here is lightmaps are generated from UV's in channel 1 by default, while the lightmap specular is generated from UV's in channel 0. It is completely irrelevant how your UV's are setup for…
Another thing I forgot to mention is the UV sets; This engine support multiple UV sets or lightmaps? Those shadows might simply be lack of a lightmap UV set, or improper texture for the lightmap UV's. Not sure if this engine supports lightmapping, or you simply need to turn on/off lightmaps for this object, or bake…
ok the problem is that you're applying the if statement to each part of the array of UV's. This is a modified version that only does something after you've checked each uv set global proc uvsetTest()
{ string $danaUVs[] = `polyUVSet -q -auv`; int $lightMapExists = 0; //this bit checks if lightmaps exists for ($danaSet in…
Hello, I've been quite a Deus Ex fan over the years and finally decided I should create something inspired from the game. IMO the original Dragon Tooth Sword was a pretty cool weapon, it's basically a Chinese lightsaber that fit the game atmosphere and was one of the first of its kind.…
Yeah, for each unique static mesh you will typically need to make two sets of UVs. The first set of UVs will be optimized for your texture maps by various means such as tiling, stacking, mirroring, etc... in order to maximize texture resolution which makes them unsuitable for lightmaps. The second set of UVs will be made…
Actually. There is a great advantage to custom lightmaps. For those of you that remember Halo 1. There is a process I use to bake lightmaps in vray and put it in the Halo 1 Engine. Here is a picture of a map lightmapped using halo 1's normal lightmapping system: And here is a picture of the same map custom lightmapped by…
Get rid of skylight and use the environmental colour found in world properties/lightmass. Skylight is deprecated old tech, it was used before lightmass came to be. Blotchy shadows on the ground are because your lightmap resolution on the terrain is too low. What exactly do you mean that lightmaps are disabled on your…
I just recently accepted a Full Time Environment Artist position at Funcom in North Carolina so it looks like once again this is going on the back burner for a little bit while I move and get settled in. AlexCatMasterSupreme: I hope I get the chance to as well. leleuxart: Thanks for the birthday wishes!! But yeah, Alex is…
Hi @SopheeJay! Tested the meshes in U4.27 in a default Third Person Level (using UV01 as lightmap UVs). I think the issue is caused by the shading/vertex normals of the meshes (smooth corners?) combined with the angle of the directional light. Baked Light in Production quality, Static Lighting Level Scale 0.5, Num Indirect…
Color choices aside, it looks like you guys are using a normalmap-style lightmap (page4) so that the bump normalmaps appear to get directional lighting from the lightmap. It's like the bump maps are being illuminated by lightmaps, it isn't just an emissive-style flat lightmap only applied to diffuse, instead you're also…