I spent 2-3 late hours yesterday trawling the boards, and the internet, trying to find a fix for this - I found a couple of threads here (Specifically this), but none seemed to be the silver bullet I was looking for. Please note, I'm trying to fix the floor first. I figure it'll be the same problem with the walls. Surely…
Hi Guys. My first post here, and after stumbling upon a potential fix/work around I thought I should post my findings about this shadowing Issue. It's by no means a perfect method, as I'm still learning this stuff myself. The image above is a modular floor tile I made in Blender and Photoshop. I was having the same awful…
This thread is really interesting. For my final year project at university, I am exploring modularity and how it's use can speed up the workflow of level designers. I am using the above method for my tiling wall sections. The piece I'm creating as actually a re-creation of a dungeon from Zelda: A Link to the Past on Snes.…
Yeah, UE3's lighting is all about approximation rather than precision. For roughed-up surfaces that works really well, but for continuous smooth surfaces it can be hellish trying to eliminate all artifacting, particularly when you factor in specular lighting. What you're seeing here is due to a feature Epic introduced in a…