You can use overlapping UV's but you want your light map channel (normally the 2nd UV slot) to be uniquely unwrapped. If you don't have a second UV channel created I think it copies your first, which might be the problem you're running into? You can create a second channel on your own or have UDK auto unwrap a 2nd channel…
Me and a friend have been task with creating this : http://i1127.photobucket.com/albums/l625/LampProject/Roman/Roman%20Docks/PTDC0219.jpg http://i1127.photobucket.com/albums/l625/LampProject/Roman/Roman%20Docks/PTDC0217.jpg The trouble is , we want to know the best way to tackle this? Originally we thought of just building…
Without the material, it does the same thing. Looksnice pre-build, as soon as the lighting is built it flips its shit :( I was using the xolilul shader for the viewport previews, but its all standard maps applied when i export it. Do any of the pieces overlap in the lightmap UV? In the UV editor go "select > select…
Some epic progress thanks to a very special someone: http://www.thiagoklafke.com/modularenvironments.html His examples provided me with a PERFECT set of grid settings, which now solves my physical modulation problem of them not lining up, I even almost got rid of the intense triangulated shadows at the bottom right of each…