UDK really likes to do this with the lightmaps. Maybe this will help? http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php
It looks fine...This is how it should look. But, you can disable the lightmap compression in the lightmass.ini Here is the comparison: before disabling the lightmap compression: after disabling the lightmap compression:
Finished building Luke Skywalkers Lightsaber (still need texturing) and I'm currently building Han Solos DL-44 Blaster. I'd love some feedback on my work.
Little progress with set dressing, grass texture and post processing. I almost done Decided to leave light realtime because I don't want to save time on uv mapping, and automatic lightmaps doesnt work well here
i did some google for you try this: [url="https:////www.newtek.com/products/lightwave/tutorials/modeling/ndex.html"]//www.newtek.com/products/lightwave/tutorials/modeling/ndex.html[/url] its for lightwave but still may be helpfull
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Hey Kensey! I might be able to shed some light on the problem (funny joke, right?). You are always going to get light map seams on objects where the UV shells are mapped diagonally. You have to make sure your Lightmap seams fall between pixels to ensure a perfect seamless light bake. This means your UV shells are going to…
So some of the flowers are white just like they should be and some are grayish? Are you using lightmaps on them and is the resolution high enough? As for the rocks, what does your lightmap UV layout look like (as well as lightmap res)?
great fps control on a console, rts on a console. Lucasarts better make a great lightsaber jedi game with this thing. video here: http://www.dagbladet.no/kultur/2005/09/16/443527.html fucking brilliant