Hi guys, I made a house in 3ds max, imported it as a static mesh. So I changed the Light Map Resolution to 2048 and generated an unique UV with the limit spacing = 5 and Max. Stretch to 0.1. Then I generated the UV. So then I changed the Light Map Coord to 1. But this is my result:
Whats wrong with my Lighting? I just don’t want those ugly bugs in on the wall.
Thanks for your help
When you make the whole building a single mesh you get very little space for each UV island, as you can see in your UV layout. Split every floor(and every side of every floor if possible) and remake the UV’s with a bit more attention.
What’s you’re lightmap resolution set at? The default on import is 32. This may need to be increased to get rid of some of the shadow artifacts you’re seeing here. Can you also post a screenshot of your UV layout since you’ve redone it.
Your UV islands are too close together. They will bleed into each other. Give it more spacing.
Its a “Light Propagation Volume”. You basically put it around everything that should look nice
Kind of like the lightmass impotance volume it draws special attention to certain parts of your level…
Havent worked with them yet, so maybe otehrs (incl. the UE4 documentation) might tell you more about them…
I can’t change the spacing between it when I use “Layout using Channel 0”. And with A new channel and then limit spacing to 2, it will not affect my scene and the lightning issues are there anyway. I can’t find those LPVs in the Volumes list…
actually your last attempt to UV’ing looks ok-ish. you could try select all of your faces on the map and scale them down locally all at once. that way you’ll generate some space between the islands which should help with the shadow bleeding and at the same time keep the overall proportions.
bit of a hack tho
from what I read and experienced so far it’s also a good idea to have polygons facing in the same direction connected together if you can.
because right now it looks like you just separated every single face and then triangulated.