How do I get rid of this weird banding effect?

How do i get rid of this weird banding effect shadow on a curved surface? BandingProblem.jpg

I’ve tried changing the lighting resolution for the object (thats one curved object subtracted from another) to 64 but it seems to default back to 32 and then makes no difference, I’ve tried setting the lightsource to no shadow again makes no difference.

I’m tearing my hair out atm, would appreciate some help!

Check the UV layout for the lightmaps.

If that’s BSP then you can’t do anything about it, it doesn’t support smoothing for rounded surfaces.

Is that a mesh you’ve imported? Did you autogenerate UVs? - Autogenerate UVs are a fall-back for creating your own lightmap UVs; they are usually a bit of a mess and when they split adjacent surfaces that should appear smooth (creating an inconsistency across the surface when building the light), the only way to really compensate for that and minimize the scale of the artifacts are through the lightmap resolution.

64 is the default resolution - but for hero objects or large flat surfaces - you should increase it. Try cranking it up to 512 or 1024 and see how it looks, then dial it back to the acceptable degree that works within your technical needs.

My best advice for anyone who is both concerned with looks and technical efficiency - you really need to get a basic handle on UVs. Even on huge projects I do my own lightmap UVs. It’s one of my cornerstones for getting hired and brought into projects for UE4.

There must be a way around it?

Its BSP, would UVs still be an issue?

Can I convert the bsp to a static mesh?

Additionally if I can’t can you recommend a way I could create a hollow ellipsoid or of a static mesh of one anywhere, I’ve tried cgtrader, turbosquid and blendswap to no luck!

this would be super simple to just build in a 3d package, in fact all your models should be built in one