I don't know if i will continue on this project, so this is what i have had a few weeks ago in Unreal Engine 4 (no textures, a lot of not corrected lightmap uvs) : Since I've planned to do details (vent grates, small lights) in material, it's not pictured at current time.
I've found the problem is big areas of flat color. Add noise and use "Best" compression. I noticed a big difference when using best vs. normal compression on some lightmaps with flat white areas recently. http://blog.heyworks.com/making-the-quality-of-pvrtc-textures-higher/
this video will pretty much fix your problems, chances are your UV's on your lightmaps are inbetween a pixel causing this nasty seam you see, the video goes over how to fix it. [ame=" https://www.youtube.com/watch?v=ntx10JMl9f4"]Fixing Lighting Seams in UDK - YouTube[/ame]
Oh yes I'm doing some silly DAE assignments. I'm not sure though if lightmaps are going to help fake godray like things which was mostly the goal of the cones here. But otherwise I can see the merit of making a light bake in max to help texture work.
Got all the zbrush details done and baked down, started blocking out some colours and putting things together in UDK. Also decided to re model the roof as it felt really empty and simple compared to the rest of the model before. No lightmaps or anything and just thrown in a basic scene
Your layout can be completely different between channels(although UE4 uses the base 0 channel as the normal directions so you can't rotate islands without lighting rendering errors on NMs) this is how lightmap uvs are utilised. The texcoord node in UE4 allows channel lookup.
superb work HP. Looking forward to breakdowns. I'm also curious what sort of "noob" technical problems you ran into while working in UDK? Anything with texture streaming, or Lightmap seams or anything? Just kinda interested in what problems you faced working in a new engine.
Ok I was messing with it more cause I need it working quickly. It was the exposure for some reason. I switched logarithmic exposure and now it renders what it should. This whole thing is very interesting because as I remember, I used the photographic exposure for lightmap rendering on the previous machine.
AO/Normal in UDK: (Also multiplied a lightmap rendered in 3d Max with the AO to boost it a bit (too much probably)... Still some seams visible, deadcenter generated by UDK and some other baking issues, but happy for tonight :) More stuff tomorrow if I can survive the monday.
You forgot to mention being a part-time runway model.. Which is a big surprise even for me. But then again, I never really payed attention to your activities during Neuro lightmaps compilation hours :) Maybe it was your secret all along? haha Nice one Fox :)