Hi all,
I am getting grey patches in my modelling once I build the light map. I exported mesh from 3ds max. Here is the issue along with the light map info. I have tried using a light map of 1024 and 2048 but the same thing each time.
Thanks
Hi all,
I am getting grey patches in my modelling once I build the light map. I exported mesh from 3ds max. Here is the issue along with the light map info. I have tried using a light map of 1024 and 2048 but the same thing each time.
Thanks
Hi TZ3D,
I’ve seen your post on the forums as well located here: Grey spots on model - Asset Creation - Epic Developer Community Forums
Which mesh are you specifically having trouble with? You’ve got two meshes that look to have bad shadowing from the lightmap. Are they both still causing lighting issues even after the suggestions from the forums? A lot of my suggestions would have been along the same lines as well.
If you’d like you can share the FBX assets here and I can take a look in 3Ds Max and see if I have any better suggestions that may help you.
Thanks!
Tim
Hi Tim, thanks for the reply. I tried it all but I am having to put the lightmap up to 1024 to make this work. I am still a bit confused about the best way to lay these out and how accurate I need to be.
On a side not, is there a way to find out how long the last light build took?
Best regardslink text
I don’t think there is anything wrong with your lightmap in this particular model. It’s laid out very well and evenly.
This is the results of me building lights with single mesh:
Using default scene with LM resolution of 64.
However, now that I’ve seen how the model is constructed and looking at your image with the errors I believe your problem is with the meshes overlapping. You have a rounded end where the meshes meet and when these overlap the lightmap for each mesh will bake shadowing information into the texture.
This is the result I get using a default scene and LM resolution of 64.
If you want to test your lightmaps for the individual meshes separate them from the others with some spacing and build lighting. You should see the errors disappear or minimize. If not, then it’s best to start looking at lightmap UVs for errors.
I did notice that the mesh you provided does not snap to a grid to prevent this type of overlap from occurring. You may need to turn off snap and move yuor mesh into place to get better spacing.
Let me know.
Tim