I personally tend to triangulate before baking, so that when I export the model into a game engine, I don't get errors from the the triangles possibly turning on export.
Ok thanks Eric. So any idea why this lightmap setup is causing an overlap error if there are no inverted UVs and clearly no overlap? When I render with show overlaps there are none.
Can you get me a video of how you're getting to this error, starting from the project creation process? I'd like to see if there's anything wonky going on in your install.
To make this in ue, you need to plug your parallaxed heightmap into the pixel depth offset input, with a multiplier on it... But unfortunately you'll get shadow errors if you use big multiplier.
Didn't get any errors, and I'm on 2012 here as well. Got other python scripts working fine. Thanks anyway, I'll give it a go at home and see if it works there.
you need to export into obj from an editable poly object and make sure that no faces have more than one smoothgroup assignment - that does not show in max as an error, but in maya it will.
Help combat user error! watch a video tutorial today! simple 'how to' video for maya http://www.cgbootcamp.com/tutorials/2010/1/4/maya-realtime-viewport-shaders.html
This happened to me in the past too, with max 8, it turned out that deleting all smoothing groups on the object cured the problem, further investigation revealed a mesh error - overlapping edges.
Are the normals mirrored? (which it looks like), it does look like a lightmap error, the flat surfaces really should be joined, which is why I think it's a mirrored UV set.