Are the walls BSP? You might need to crank the lightmap resolution (double click on a surface) which IIRC is actually the units between the lightmap texels rather than a resolution figure.
Hi guys, I'm improving a previous project for my portfolio and just thought I would post it up on here to get critiques. I know there are lightmapping issues because i have removed the lightmaps for now so that I can re-do them.
Im baking a lightmap and AO. I made a quick test and whatever the complete map is seems to work as expected, I guess I'll just edit the lightmap in Photoshop. Thanks for the help!
Junco, is that the lightmap UV's? you can switch the dropdown to 0 to view your original uv's. If that is the lightmap uvs, its bad to have the uvs touching the borders..it does weird things if they are.
That's perfectly fine. Just remember that if you are also to do a lightmap then those two shells have to occupy individual spaces on the second UV map (thats how lightmaps are done in UDK)
just unwrap each prop into the full uv space for lightmaps, udk will actually choose the appropriate map size, and it will make a texture atlas out of hte lightmaps of multiple meshes on it's own.
Well I haven't fiddled with the lightmaps yet, so I believe they're at their default (32). I'll try to fix what Snader said and after that I'll start experimenting with the lightmap.
Is it your terrain lightmap resolution? I'm sure you've probably tried that already and it doesn't look like that's the problem, but Ive had shadowy weirdness on terrains before upping the lightmap res.
You can simply render out a GI lightmap from max and add it as a multiply layer over your diffuse map, will give you the same result as actually applying a lightmap.
Not much to show this week. spent most of the time creating lightmaps, tweaking lighting and getting base materials on assets. Next week il probably continue with the lightmapping and hopefully get rid of those blockout dryers :)