Hello,
I have a problem with lightmaps on an object that is snug up on other objects.
I’m using koola’s lightmass.ini settings, so I know that It’s not due to bad lightmass settings. Also the lightmap resolution I use is 768 on all of the blocks so all the objects have the same density.
Here is a screenshot of what the problem is in Unreal:
And here is how the objects are created in max (the ceiling is created from multiple box-es that are aligned and touching each other. This is because if I break up the ceiling into multiple boxes the lightmap resolution that I need will be less and when I bake it on more than one PC it will run faster.)
Any flat connected surfaces with the same vertex normal should be connected in your second UV channel. This is currently the only way to get good results because Unreal does not check the direction and relevancy to other surfaces when generating light map uv’s. So just do it yourself in 3ds Max.
I’m not sure I follow. You are saying that I should make one object?
Or maybe that I should place the polygons of the both boxes, snug together in the second UV channel?
I don’t see how the UV’s can be merged when we are talking about two different objects. Maybe there is a method, that I don’t know, or do you mean that I should attach / merge both objects.
Could you be more specific, on how this would be achieved.
Thanks
What he says is that your ceiling should not be 2 objects. Same as the wall. Same wall → same object in max. And then connect the 2 parts of the ceiling or wall in the 2nd UV channel. (Better in the 1st too) You can try to Flatten the 2nd UV in max. It usually does a decent job if you merged the verts before.