Okay sure. How do I isolate the part I want to share with you so that it will still work on your computer? do I have to copy the content from this specific level which is getting used, in another blank project and then upload the files?
ā¦I would re-save the project under a new name just in caseā¦ select the objects you want to keep, select invert and delete all the restā¦
BUT keep all your lights and helpers (volumes, portalsā¦), delete only the meshes(!!) you donāt want to share with meā¦
Then save, compress the whole (new) project folder and upload it somewhereā¦
You can send me the link privately if you preferā¦
Hey. you can download my project files here:
https://we.tl/t-w7Z5EO8G14
Have a look whenever you have time. Thank you!
Downloading it right now but I donāt know when will I have free timeā¦ :S
Iāll get back to you as soon as I canā¦
Sure! dont worry about it. Check whenever you have free time
I did have some time yesterday!
Soooā¦
Here are my tuned up resultsā¦ they are not the best but itās easier to explain what is the problemā¦
One of the main problems are your lightmap resolution! If you set a 1024 or 2048 lightmap resolution to a mesh it doesnāt mean it will be high res!! It all depends on the size of the mesh!!
Here you set 1024 for the walls and the floorā¦ ā¦ BUT your walls are way too long!! And your whole apartment floor is one single mesh!!
Would you set as texture a 1024 res picture to your whole floor? ā¦you know how blurred/pixelated it would look like! The same goes with lightmaps!! These are textures that laid over your materials.
- so what I did is put extra walls (small ones with high res lightmap) instead of your one long one; same with your floor
Another thing is that you have meshes in your scene which are made out of planes and not āsolidā objectsā¦ Those are not idealā¦ and can produce strange lighting resultsā¦
- I modified your material to 2 sided (the fix would be closing those meshes)
Your materialās color is pure white which is also not so goodā¦ there are no plain white objects in the worldā¦ and with pure white colors your scene will āburn outā quicklyā¦
- I set a light gray color
I also went lower with lightmass settings. (scale from 0.6 to 0.1 ans smoothness 0.6)
UV mappingā¦
When I meant keep just the visible areas on your uv spaceā¦
When you have a plain wall and you snap an object fully to it most likely it will give a bad result (dark line) because youāll need to be lucky to have the covered area snap perfectly with the lightmap texels! And when it wonāt, Unreal will give you an in-between result which is wrongā¦
So here is how I have my lightmaps:
(green areas I keep, red parts no)
And one more thing: you make way too big of a deal with your light blocking!
All you have to do is CORNER/EDGE snap your meshes and it will work fine!
Hopefully I didnāt forget anything!
I had same issue of glowing edges today. Changing mobility of skylight from stationary to static fixed my problem.
Thank you for the detailed explanation, saving me a headache two years later <3