From 3DS Max to UE4 - Unusual spotted marks appearing on walls

Greetings everyone! :slight_smile:

First of all I just wanted to thank the entire UE community for all the awesome help and tips they’ll been providing, it really means a lot! Therefore, I was wondering if someone could help me out with an unusual problem I’ve been desperately trying to fix these past days.

Without further ado, I’m currently working on an interior apartment showcase, and I used 3DS Max to create my apartment walls (as seen in the first image attachment). Everything was working correctly until I decided to build the lights. Oddly enough, I started to notice several unusual spotted marks appearing throughout the apartment walls. At first I assumed it had to do with my walls UVs, so I double-checked everything again back in 3DS Max (no overlapping UVs, faces or vertices), and even decided to create my own 2[SUP]nd[/SUP] UV channel to be used in UE4. Still nothing, lastly as a last resort I decided to split up the walls into three smaller parts and reattach (As separated meshes) back in UE4, this however always-yielded back to the same results.

Confused I said to myself that the culprit had to be UE4, and so I began playing around with it hoping to find a solution.

I tried everything I could think of such as:

  • Changing the walls light map resolution
  • Changing the projects lighting quality from low to max
  • Changing the walls texture
  • Enabling or disabling all of my static lights and the dynamic one (I also did the same thing for my post process volume)
  • Tweaking the lightmass settings in the “world settings” (gave it a mid to high value)
  • Re-created my walls several times in 3DS Max’s, at first I used Boolean option to cut potions of a cube to form a wall, afterwards I even tried extruding/slicing a simple cube to create a wall.
  • Finally, I tried updating and converting my project to support the latest UE4 build.

Unfortunately, these marks keep on appearing, if anyone has any tips or ideas on how I could fix this problem, it would be highly appreciated. Please let me know if anyone requires any further information or screenshots, as I would be more than happy to provide so.

Furthermore, I’m not sure if this is useful but I’m currently using 3DS Max 2017 and UE4 V4.20.3 as I originally started this project several months ago. In addition, all of my other imported static meshes are appearing correctly. Thanks in advance! :wink:

Fix your Lightmap UVs and increase resolution. Unwrapping UVs for Lightmaps | Unreal Engine Documentation

Hey Raildex_ thanks for the tip but I already tried that, In 3DS max my UVs seem all fine (even when using the wall chopped up version). I’ve already tried increasing my UVs resolution from 512 - 1024 and even 2048, but nothing.

Hey all just wanted to update this thread that I think that I might have stumble upon a possible solution. It appears that my apartment walls weren’t getting enough lighting, In fact originally I only had 4 spot lights (acting as sunlight through windows) and one main directional light. I just added multiple point lights with low intensity throughout each room, and now those mark are much more lighter.