How can I fix that? I want to fix it within UE4, if that is possible.
I made the static mesh by having 2 BSP’s, one was a box and the other one was a cylinder, I made the cylinder subtractive and placed it on the box, then I made a static mesh out of them.
I think it has something to do with the lightmap, because it looks like this:
Er yeah the lightmap UV is gonna produce some funky results like that. Lightmaps prefer straight edges for a start. I’d probably break the mesh down into smaller parts so you can deal with the Lightmap allot easier.
wow, that’s got to be one of the weirdest looking lightmaps I have ever seen:), the whole back wall could be just 1 UV island so you wouldn’t have the zebra effect but you cant do that in UE4, you would need to do it in a 3D app.
Because you will run into similar situations again in the future,
it would be much better idea to spend 2 evenings checking blender mesh modeling tutorials instead of asking other people to do stuff for you.
The latest blender version is 2.76 and it is available from blender.org. As far as I know, it is not “broken” in any way.
UE4 is not really a modeling system, I never use BSP brushes to build anything, I find them difficult to work with and then difficult to get rid of. Maybe someday that will change.
Other options for you are sketchup, but with the free 30 day license you will only get the fbx import and export feature temporarily.
If this (making games) is something you are serious about you need to really move up to 3d Software that allows you to build, like Maya, Blender, and 3dsMax, Sketchup is an okay tool, but if you pay for something I’d rather go with Maya LT which is specifically for games, and leaves out the ability to render and things for VFX production that make it more expensive.
Yes, but UE4 has lots of free content too, you can download sample games and take them apart. You can use textures and model parts and practice making whole game levels.
Again if you download Sketchup you can get 30 days to try it out, and then export lots of material to play with in UE4. I’m not saying you have to learn Sketchup much, but they have an extensive online library shared by people. So you can try out models and use them at least for dummying up scenes (not specifically for making and selling a game).
There are other good sources for material. Some of the community compiled this amazing page :
Personally I try to model as much as i can myself, I have created a pretty extensive library over time of textures, models, creatures etc. It just takes time, but one thing you can do is think modular. So build in smaller parts, a series of things that can become something larger. A section of wall that is eight foot long by eight foot high exactly and then make a duplicate and make a window in it. Then take the original and make one with a door. Then make a beam that you can use, and before you know it you have your own modular library. A good idea is to look at some tutorials on modular content, and then decide what you want to make. If you are into weird old amusement parks, then how would you break down parts of a weird amusement park for instance? You build it, and collect textures while you go.
hope this is helpful, i’d say more but my son is tugging on my sleeve.
Unreal has brushes in it, but apparently using them slows down the scene to crawl eventually.
Speaking of importing meshes into blender, blender only supports specific version of *.fbx files, so you may need to first convert mesh to the latest fbx format using autodesk fbx converter, then try importing.
As a rule without exception, you want as few UV shells as possible in lightmap UVs. UV distortion is of virtually no concern with lightmaps. Artifacts occur because a lightmap is so small in resolution that when a shell has different values along a border it becomes difficult to make a smooth interpolation due to so few pixels.
I believe also in regards to UV Lightmaps that there can be some bleed, I don’t exactly remember the reason why. But two faces on an object facing different angles should have a little space in UV space to avoid this artifact. However, I find that I don’t get many issues in regards to UVLightmaps except for when my object is so big my faces are less than a pixel in UV space and I have to res up or fix the UVs or both if my model is too ambitiously big.