So, I heard that you don't have to worry about edge bleeding with the borders of UV space anymore when it comes to UDK, just between shell borders. I was getting bleeding on the edges of a model, and then just for kicks, i padded the edge 3 pixels from the UV border. No more bleeding. Strange? :/
@Momo: Make sure both surfaces have the same smoothing group. I get that sort of errors all the time. If that doesn't do it, it could also be the UVs of the lightmap being too close to the border.
uvs have padding space, i thought that may be it, so i went in an adjusted all them to have plenty of space at the borders.. but still got this. a reboot vixes the poping issue i had gues my machine just got bogged down with sketchup max photoshop and unreal
1st issue: maybe your lightmap UV's have edges all the way on the borders of your 0-1 range. You gotta try to avoid that and give them space for padding there. Or it's some baking option with Lightmass that i don't know of. 2nd issue: I think your PC is just slow. My laptop does that too, my desktop never has that issue as…
el sometimes you may get flickering sometimes you may not,, a quick fix you can do is on each chunk select the outer border edges and extend them back and flare out a lil that way they will over lap.even doing this the smallest ammount should stop any flickers here is an example in perspective and in side view where you…
@kite212: Show us your normal UVs and your lightmap UVs, the chances are you are just mirroring the wrong way on your diffuse/normal/spec UVs. Here's a little tutorial I made about mirroring UVs for normal mapped assets in Unreal. More info from UDN. Also related here's a good tutorial on making efficient lightmap UVs,…
Looks like your lightmap UV's in channel 2 are not snapped to the grid. Change the size of the grid in maya (or whatever software) so that it matches your meshes lightmap value in UDK. It's indicated by the checkers behind your UVs, in your case it's 20x20 right now. So if you intend on having lightmaps of 32 or 64+ on…