Hi All, So I'm trying to create a modular building set for a sandstone wall. I started with just a basic bare wall which tiles in Max: When imported into UDK it looks horrible, with some kind of lighting error like this: I don't want to move onto the other parts until I've got to the bottom of this so any help would be…
If you have not seen this yet, it might help... http://www.polycount.com/forum/showthread.php?t=93055&highlight=lightmap I especially enjoyed the video posted there.
I have found that where flat polys meet, that specific edge must be on the outside of a UV Island, with plenty of space around it and not touching the edge of the 1x1. With a bit of messing around with the lightmap res this should solve these horrible shadowed seams. I understand that putting some indents on stuff also…
Ken Benson: That video is going to every thread about lightmaps :P For me, it was a bit more complicated than that because firstly: I was not just using a plane, and secondly because I have no idea how you are supposed to know you are exactly on a pixel with perfect accuracy. Tristamus: It's not necessary to break every…
So, this issue is back again, with a slightly different part of the modular set! The window block is causing issues with the lightmap, and I simply can't find the fix online. I've seen the video where the guy does it with floor planes, but it isn't that simple with this. So here is a screenie of the issue: To solve the…
Hmm interesting you get the result after just setting lightmaps, but here is the thing I would like to point out, use or make seamless texturing on the sides (front) of walls than you wont see the repeating patterns like in the middle of your wall.
So overall, if I understand this correctly, the highest priority for having no seams in UDK is to make sure the edges of your UV shells are not too close to other UV Shells? And to separate UV's entirely?? Is it really always necessary to separate all the UV's?
hmm dunno how u gettin lucky with this :D , would like to know more though on ur findings. After much sturggle and separate UVW maps for all faces the seams were there one way or another (with without Normals) After much reading on forums and also checking out the video of the guy (long time ago) you are talking about it…
Solved again! :P used the same technique but kept the main body together, the important part to have space left with is the bit where the mesh is going to join the other mesh on a flat surface, those edges need to be the seams in the lightmap. Can give more detailed advice if anyone needs it