I was trying to digitally recreate my apartment and took a break to test how it would render in UE4. I ran into too many lighting issues so I decided to start over with a simple test hallway.
Again the bake (production) is blotchy with other errors. I’m just having far too much trouble with this to figure out on my own, so I’m hoping someone here can help me.
I drew some walls, added doorways and windows in Chief Architect and exported as 3ds (later with roof for light leaking) and imported in Blender.
Here are some things I did for the hallway test:
- left the meshes alone and just exported to fbx
- removed some faces obscured from view (chief creates layers for the surfaces), which also clears unneeded lightmap space.
- made a new hallway mesh by snapping to interior/exterior corner vertices
- merged some pieces together
- kept pieces separate but removed doubles; all imported faces are triangulated and grouped faces are separated (maybe for material purposes)
- reset origins of meshes then reposition them in UE4
- imitated the design with the static meshes in the Starter Content/Architecture folder
- created BSP in the shape of the hallway
When I import the fbx, I uncheck combine meshes to keep the pieces separated, and disable lightmap generation when I create them manually (which doesn’t make much difference except in one case)
I’m just using a spotlight and a directional light+exponential height fog plugged into UltraDynamicSky (both lights stationary).
The first two images are after creating manual lightmaps with different scales and the last two images are after I adjust most of the lightmaps to 128/256/512 but also let ue4 create lightmaps (I also adjusted the material but the black floor spot was already there).
The first image also contains “some” mesh cleanup but I’m a bit fuzzy on the difference between those two because I took the pictures several hours ago.
You’ll notice a black line in the middle of them all, that seems to be because the faces of two different meshes intersect there. Another thing is corners, they always have that weird shading (with/without AO)
The difference between these and the other tests are very minimal, lightmass gives visible seams and blotchyness slowly goes down by repeatedly doubling lightmap size. Modifying this mesh, remaking the UVs, rebaking everything to see how it went is just really getting to me and I don’t know what’s working here. Do I just keep turning up the lightmap to cover stuff up, or does modifying the mesh help visually?
Also somethings seem to transition through LoDs while I’m close to them or further and I assume that’s because they’re visually in different locations but share the same origin point that’s closer to some areas than others.
So does anyone know how to export from chief architect to get into ue4 or if you use another CAD program, does it use intersecting faces and if so, what do you do?