"Dirty" Lighting Issues

Hey guys,

I’m really struggling to get even lighting/texturing on some surfaces in a scene I’m using for lighting tests (see back wall).

I’ve been studying this thread, and I’m already getting better results thanks to the generous work and testing of those involved:

https://forums.unrealengine.com/showthread.php?88952-Lets-make-Lightmass-EPIC-(and-understandable)

I’m fairly sure I’ve UV’d all the surfaces correctly, using grids and ensuring there’s at least 3 pixels separating the islands on the second lightmap channel. Lightmap resolutions are fairly low but appear to be correct:

Current settings are:

4.10.2

Lighting Quality: MEDIUM
Static Lighting Level Scale: 0.15
Num Indirect Lighting Bounces: 20
Indirect Lighting Quality: 10
Indirect Lighting Smoothness: 1.2

Any advice would be greatly appreciated!

Your image links aren’t working. Fix those up so we can help ya out!

Ah, thanks for letting me know!

Lighting:

Lightmap density:

Ya know, I’ve NEVER understood the lightmap density. Anywho, are all of your walls different models or is the whole layout one model? They look like they are 3d boxes, so that’s good. Here’s one thing I learned with unwrapping: With a wall, you have two faces, the front and the back. Then, you have the four sides. Do not connect any of the four sides to the front or back faces when you UV unwrap. Here’s why, the top and bottom face will have contact with the floor and ceiling. If they are attached to the front or back face, that shadow that is created from the contact of the top and and bottom face will bleed onto the front and back face. So in short, when you unwrap, there should be 3 islands: Front, Back, the four edge pieces connected.