I am having a hell of a time trying to find the best way to do interior mapping. The game I am working in calls for mostly indoor levels.
I have tried modeling with my modeling program (room by room and even modular pieces which I am being told is a no no), I tried Hammuer, building out of ue4 brushes and converting to fbx. I can’t seem to figure out the best way to do it. With Hammuer I get lighting and culling issues. With modeling in my program of choice I get bad lightmaps and I’m not sure if each room should be textured in one very large texture map or use several materials across different models. When converting geometry to static mesh I get the best results. But I still get lousy lightmaps and bleeding lights through corners.
So what’s the best way? I’m used to BSP based engines so it’s a pretty big change. My biggest problem seems to be lighting problems. I watched World of Level Design’s video on making the corridor scene. I had something very close built but I still get light seams where the models connect. Can somebody please point me in the right direction?
And no, changing the lightmaps values in the world setting isn’t helping