I needs some specific advice on eliminating lighting artifacts. I’ve researched the issue and have a general idea what I need to do - generate lightmap UVs - but it seems I’m doing that and still the artifacts persist. So, I need to know how to create primary and secondary UV channels in my modeling software, or in their output model files. I use Silo for hard surface modeling and then paint diffuse, displacement and normals in 3D Coat. I output to OBJ, so I think the most direct approach would be to add a few lines to either the OBJ or the MTL files to indicate that the UVs are to be taken from a secondary UV channel. I have no idea what the text should look like or where it should go.
Artifacts are circled in red. These are not reversed normals and don’t appear until after Build in UE
OK, so the system here won’t allow me to upload a second image showing the LODO Detail settings, but I assure that the Generate Lightmap UVs option is checked and there are 2 UV Channels, although I don’t know if either of these are for the lightmap. They could be for the 3 materials (wood, leather, leather2) on the model. The Leather2 material is referenced as Element 2 and seems to be the one with the problem.
If anyone can help and thinks a screenshot of the LODO Detail is needed, I can try posting as a new comment. I could probably figure things out if someone can share an OBJ/MTL file set with primary and secondary UV channel statements. I really don’t want to have to import FBX files, as they come into UE with no materials applied. But, if this issue can’t be resolved with OBJs, then any suggested work-around would be appreciated.