Hi folks! I've been trying for a while now to get the lightmaps working on my modular building set. It's really not that fancy, but for some strange reason I really can't get it to look good. I've attached some screenshots. Maybe you can figure it out why it might not look that good. The Lightmap-Resulution is @ 128. In…
You actually want to snap to a 126x126 grid, UE4 takes away 1 pixel around each edge automatically, so 64x64 is 62x62, 32x32 is 30x30, etc. Also this causes an issue if you use test bakes at lower resolutions unless you use a resolution that is x4 larger. so 32x32 to 128x128 or 64x64 to 256x256.
Weird. I've always snapped to 32, 64, etc. and not had any issues in ue4. I posted in that thread for a bit more clarification on this. I just did a couple of tests with 62/64 snap'd lightmap uv's to compare, doesn't seem to be any noticeable difference. Then again, I'm also not getting any seems at the edges with either…
You can try the following: make a 128x128 checker texture. Load it in your uv editor. Pixel snap your elements (alternative option on the grid snapp button in the bottom right corner).
This post is from Epic Staff is where I first heard about it. https://answers.unrealengine.com/questions/95423/lightmass-with-bad-shadow.html It's really annoying it's not documented anywhere.
@Steppenwolf: Thanks man. The result I got was way better. But I still have these wierd shadings on the non lit side. Any Advice? @ZacD: So should I use a 126x126 checker pattern in Max?