So there was a post earlier about Texture Quality by "reanix", and it got me thinking of a current issue I am having. My meshes and shading seems to look like sh*t at certain distances. I have separate channels for my light maps and nothing is overlapping all I have in this mock scene is a spot light, and I am using…
In Unreal you will get a seam in your specular anywhere there's a UV split and the normals aren't parralel (eg: it's not flat). Even if the surface is flat you can still get a seam on the model. In the case of the pipe you have there I just wouldn't unrwap it like that. I'd go into max and make a new lowpoly and render to…
How closely packed are your lightmap UVs and how are you generating them? You still want to leave some UV island padding in there, otherwise you'll get bleeding from other UV islands when the lightmap mips down. The resolution for lightmaps are often considerably lower than the textures you'll have applied, too - so the…
So it turned out to be my light map UVs. I had generated them in Max and was being lazy and just automatically unwraped them. For some reason Max broke up my UV islands. I just did my light map over again and it was all good. Don't know why Max broke up my Uv islands though. I usually custom make my light maps but was…