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    #16
    Btw , I just made a 'rock', a simple object with just one material. I exported via fbx 6.0 ascii (no idea if 7.4 binary would have worked, I tried 6 first) and I did the generate UV step and it worked without any errors, unlike my complex mesh.

    Is it that my mesh is too complex at 148K ? Is there a setting in blender or UE4 I should use to get around this mesh complexity ?

    It is complex, as in its a mountain with a lot of detail on one side, and inside there are several cave systems, mostly all done in Sculptris and exported out through sculptris >obJ into blender for FBX Export. I get no errors on export from blender, or import into UE4, just during generation of UV's. I guess I"ll try removing lightmap from blender and let UE4 do it all, as in the case of the rock. I'll update thread.

    later
    nl
    Last edited by neighborlee; 10-29-2014, 12:34 AM. Reason: clarification
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      #17
      Originally posted by neighborlee View Post
      Btw , I just made a 'rock', a simple object with just one material. I exported via fbx 6.0 ascii (no idea if 7.4 binary would have worked, I tried 6 first) and I did the generate UV step and it worked without any errors, unlike my complex mesh.

      Is it that my mesh is too complex at 148K ? Is there a setting in blender or UE4 I should use to get around this mesh complexity ?

      It is complex, as in its a mountain with a lot of detail on one side, and inside there are several cave systems, mostly all done in Sculptris and exported out through sculptris >obJ into blender for FBX Export. I get no errors on export from blender, or import into UE4, just during generation of UV's. I guess I"ll try removing lightmap from blender and let UE4 do it all, as in the case of the rock. I'll update thread.

      later
      nl
      No luck, as removing lightmap from blender and exporting again as fbx, I still get the same error when trying to 'apply' generation of lightmap UV in static editor > window > generate UV , and in inspector panel on right .
      Solo but Seismic - feel free to apply
      https://neighborlee1.wixsite.com/theheartseed

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        #18
        My friend, you talk about a mesh "148k" what? Triangles? Vertices? 148k.. sounds a lot (triangles or vertices) and I personally think you do something really wrong.

        Can you post a screenshot with the model, wire frame also and UV's?

        As a general advice, with out even looking at you model, if is a high res model, best way is is to decimate the model as low as possible, probable even around 1k triangles and bake normals from high res one, and this will give you almost same effect. If is something complex and this route do not work, assuming is something big, you maybe can split it in different pieces, and this maybe can help at rendering considering culling of geometry. Also, for each individual piece, consider fist step with baking. Yes, probable you should consider a modular route from start.

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          #19
          Originally posted by TDoro View Post
          My friend, you talk about a mesh "148k" what? Triangles? Vertices? 148k.. sounds a lot (triangles or vertices) and I personally think you do something really wrong.

          Can you post a screenshot with the model, wire frame also and UV's?

          As a general advice, with out even looking at you model, if is a high res model, best way is is to decimate the model as low as possible, probable even around 1k triangles and bake normals from high res one, and this will give you almost same effect. If is something complex and this route do not work, assuming is something big, you maybe can split it in different pieces, and this maybe can help at rendering considering culling of geometry. Also, for each individual piece, consider fist step with baking. Yes, probable you should consider a modular route from start.
          I don't think I could EVER get it to 1k triangles, it would become a mutant of its former self. I've tried lowering to much higher than that, yet 1/8th or so of 148k,and it still comes out so wrong, that it won't be playable, I don't see how.

          Its a mountain, not like mount rainier obviously , but its not small either. It has 3 cave systems inside, but I didn't go crazy,it's part of a storyline ,so it's there for a reason.

          You are saying, the mesh is too complex for UE4 to generate UV"s for second channel lightmap from it ?

          MOdule approach, split mesh into pieces , I have zero idea how that would even work from a modeling perspective, let alone combining them in UE4.

          Yes, btw, the mesh is complex enough, that trying to normal map things ,I think would turn out to be a real mess. Also, its nowhere near as high res as you might think, because I've already decimated it from its original export from unity, which was about 676K tris

          Yes, I started in unity from sculptris and went from there but I like UE4 better so here I am.

          Open to suggestions or Tutorials to do some of what you mentioned, if such a thing exists ,but yes I'll give normal thing a shot because the lightmap won't generate as it is.

          TY
          nl
          Last edited by neighborlee; 10-29-2014, 03:41 AM. Reason: spelled word wrong
          Solo but Seismic - feel free to apply
          https://neighborlee1.wixsite.com/theheartseed

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            #20
            Originally posted by neighborlee View Post
            You are saying, the mesh is too complex for UE4 to generate UV"s for second channel lightmap from it ?
            I am NOT saying that, I am saying you do something wrong. If lightmap do not generate, is because there are problems with the geometry/uv not because lightmap do not work.

            You talk about cave systems? There are a lot of ways to do them.. Did you took a look at Solus examples by Hourences?

            If you post some screenshots I am sure someone will help you to improve your work, else we talk "discussions".

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              #21
              Originally posted by TDoro View Post
              I am NOT saying that, I am saying you do something wrong. If lightmap do not generate, is because there are problems with the geometry/uv not because lightmap do not work.

              You talk about cave systems? There are a lot of ways to do them.. Did you took a look at Solus examples by Hourences?

              If you post some screenshots I am sure someone will help you to improve your work, else we talk "discussions".
              I"ve never heard of solus by Hourences,is that on market place possibly ?

              Anyway, yes, given a 'rock' I made with no lightmap at all, came into UE4 and I did window >generate UV's, and it did it just fine, no errors, so I agree it prob.is mesh complexity,but I had no choice on this. The mesh was originally 676k from unity and I knew that wouldn't fly for a game so I brought it down to 147 k thinking that surely would be ok as I know this engine can handle much more, but I wasn't thinking about individual mesh's causing problems. Live and learn as always!

              I can post a screenshot, yes, of outside of mountain , and caves on inside from UNDERSIDE and hope its enough to help me fix this mess.

              Ok here goes:
              https://onedrive.live.com/redir?resi...nt=photo%2cjpg < mesh itself, tiled so you can see it a bit better.

              UVMap for lightmap coming now,and yes its set to islands: .008 ( Ithought .001 might be too close for comfort) :

              https://onedrive.live.com/redir?resi...nt=photo%2cjpg

              Hope that's enough to give you idea what is going on.

              ty
              nl
              Last edited by neighborlee; 10-29-2014, 07:25 PM.
              Solo but Seismic - feel free to apply
              https://neighborlee1.wixsite.com/theheartseed

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                #22
                Originally posted by neighborlee View Post
                I"ve never heard of solus by Hourences,is that on market place possibly ?
                You can watch the videos and download the sample project from here:
                http://www.hourences.com/thesolusproject/

                I highly recommend it, it is very informative with lot's of little tips/tricks, not to mention the demo scene you download is really cool looking!!!
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                  #23
                  Originally posted by DotCam View Post
                  You can watch the videos and download the sample project from here:
                  http://www.hourences.com/thesolusproject/

                  I highly recommend it, it is very informative with lot's of little tips/tricks, not to mention the demo scene you download is really cool looking!!!
                  I see there are several there yes, but are they going to help with my mesh and having trouble with lightmap creation ?

                  I"ll keep looking,but on initial inspection Im not seeing anything.

                  cheers
                  nl
                  Solo but Seismic - feel free to apply
                  https://neighborlee1.wixsite.com/theheartseed

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                    #24
                    @neighborlee

                    I've seen your pics and looks like a mountain with some caves inside. 676K triangles for this is unacceptable imo.

                    For the mountain:
                    1. why don't you use UE4 landscape and model it how you like??
                    3. For the part where terrain have some stalagmites, you can model them in put them on terrain. I am sure even if you do stalagmites highres and bake to a low res model will look good.

                    For inside caves:
                    1. Try to do a modular construction, in that way you can reuse a lot of parts. Agaian, highres->bake route can give you great results.

                    For whole 676k triangles mesh, you ever considered texturing problems?

                    Why your mesh is not good:

                    1. To many triangles.
                    2. You need to have a huge lightmap texture to cover entire uvs.
                    3. Not good for culling. I mean.. yes, GPU will cull some triangles, but there is a BIG difference in sending a 676k vertex and index buffer+ textures and let the GPU heat, instead sending maybe 20k with what is actually visible
                    4. You will have problems texturing and even modifying stuff.
                    5. Can be hard for collision detection.

                    I want to give you an advice, in general, the GPU have limitations, you HAVE to take care of them and start thinking how you can model your meshes/work in that way to be GPU "friendly": One of the GPU limitation is BANDWIDTH limitation, means, you can't transfer more data that BUS allow you. If you look at nVidia and ATI cards all specify all of those. You will have problems with that mountain mesh to get a decent frame rate when you will start adding things into the world.

                    Ideally, to render a scene is to send a big vertex buffer, index buffer, and 1 texture and render. In that way, you make your upload to graphics card memory from main memory and render the scene. But that's ideal case, in most cases is not like that. One of the things that a game engine is doing is to send to GPU to render an optimized scene graph with the intention to MINIMIZE states changes/textures changes/buffers, AND take in consideration culling.

                    Maybe I've missed some points, I am sorry I just wake up, and coffee is waiting for me I am sure there are other peoples here who can give you mode advices/correct me if i am wrong

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                      #25
                      One more thing!

                      Considering your 676k triangles mesh, considering the worst scenario where you have in the final lightmap assigned 1 pixel for 1 triangles (worst lightmap ever), you need 676k pixels, (I am not even counting that you need to have some spaces between uv shells). Square root is 26k and the first power of 2 is 262,144 so you need to have a lightmap texture with MINIMUM dimension of 262,144 X 262,144 and that HUGE!!!

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                        #26
                        Sorry if I did not make that clear, but the mesh is not 676K tris, that was direct out of unity 3d, so I decimated it in blender and brought it down to 119K,and added features afterwards.

                        I'll read more of your reply downstairs.

                        Thanks for taking the time to do this.

                        Btw, Im told to split mesh up into ssay 5 pieces,,each one its own mesh into UE4 and coordinates 0 0 0, and bring into ue4 that way. Makes sense for light map ease I guess , I'll update here if it works

                        HIghres >bake,as in normal map ? I've never done it but Im aware of it.

                        I think I will also try what Tdoro mentioned which was to use 0.1 for islands and 1 for angle and see if that makes anyI diff.

                        Also btw, redoing inside of mountain is unthinkable, as they took a great deal of time to do and most are integral plot areas. Moldular while logical won't help this mesh, but of course a great idea for down the road. Thx for reminder.

                        Cheers
                        nl
                        Last edited by neighborlee; 10-30-2014, 04:14 AM.
                        Solo but Seismic - feel free to apply
                        https://neighborlee1.wixsite.com/theheartseed

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                          #27
                          Originally posted by neighborlee View Post
                          Sorry if I did not make that clear, but the mesh is not 676K tris, that was direct out of unity 3d, so I decimated it in blender and brought it down to 119K,and added features afterwards.

                          I'll read more of your reply downstairs.

                          Thanks for taking the time to do this.

                          Btw, Im told to split mesh up into ssay 5 pieces,,each one its own mesh into UE4 and coordinates 0 0 0, and bring into ue4 that way. Makes sense for light map ease I guess , I'll update here if it works

                          HIghres >bake,as in normal map ? I've never done it but Im aware of it.

                          I think I will also try what Tdoro mentioned which was to use 0.1 for islands and 1 for angle and see if that makes anyI diff.

                          Also btw, redoing inside of mountain is unthinkable, as they took a great deal of time to do and most are integral plot areas. Moldular while logical won't help this mesh, but of course a great idea for down the road. Thx for reminder.

                          Cheers
                          nl
                          Mesh splitting didn't work at all so that's out it seems atm,but I may try again another time.

                          I got normalmap function to work fine but there was enough detail loss that I'm skipping that,but ofc its wonderful for other less important meshs.

                          I finally got 2 channels out of blender which was a great surprise,not entirely sure what I was doing wrong but I have idea, but the lighting rebuild which went ok, had weird artifacts all over, so I guess I didn't' use the right island or angle setting so I'lll try again tomorrow.

                          Thx
                          nl
                          Solo but Seismic - feel free to apply
                          https://neighborlee1.wixsite.com/theheartseed

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