Best way to fix Overlapping UVs?

I’m practicing modeling different things in the level and I came across this issue while trying to build my lighting.
://gyazo/824253d764363c0cfff1eee61dc39ea1

Scene Preview 1: ://gyazo/b08d6418ad032bfb43714c27fb35a30d
Scene Preview 2: ://gyazo/499eba6b69d193f206d23a80ff343574
Scene Preview 3: ://gyazo/0dfb8b3a8e9d2ba7bf2957c211efc2cb (I noticed that the bottom look overlapped)

Object Preview 1: ://gyazo/128b22863a4d0a82b172b394f92455a3
Object Preview 2: ://gyazo/307e5184198fdaa0c3c179ca7b85a93b

3D Model Preview 1: ://gyazo/7cf3ee47068c6ee8e8149236933f2fb0
3D Model Preview 2: ://gyazo/62b6c27f53f6935f634b8dfb828ba03e

I thought that these pictures will help to understand the situation a lot better in my perspective. Should I redo the model and make it into quads?

The issue is your UV mapping, not the mesh. Just adjust the second UV channel so that it fits within the 1x1 UV space and doesn’t overlap.

I took a look at my UV map of the model and unfolded them as seen here.
://gyazo/bf26c13a81c557ee61eda91979d8d301

After re-importing the model inside Unreal, I built my lighting with the same error message. :confused:

Okay, I see what you mean now. I see the 2 different UV channel.
How should I fix this?

Channel 0:
Channel 1

Can anybody help me with this? I’m still stuck on this issue sadly. :frowning:

That’s how you create a good lightmap: :// :slight_smile:

I’m bookmarking that post. Thanks! Also, I figured out the issue with the lighting (at least I think I did). I triangulated my model before importing it into the engine. I’m guessing, depending on the type of model you make, you may need to triangulate it.