Lightmap super dark. No idea 2channel still dark?

I random draw a box in 3ds max 2015. And put it together 1 on top and 2 in the middle. Export fbx to UE4.6 Choose 2nd channel as light map still go dark in the corner/?? Is anyone really know what is a lightmap is about? Even i increase light resolution which is getting slow to rebuild lighting…

increase light resolution <<, looks like the dark corner disappear after increase up to 128 on the light resolution because it was a simple box. I use the increase light resolution on the complex model and some corner still getting dark even i increase up to 1200 per model.

what did you do if 2 model join together with 2 different UNWrap

I just updated it and try to tick out the cast shadow. No idea am i right for a clean no shadow box.

27119-1.png

27120-3.png

Oof, very hard to read post, sometimes it helps to ask someone with some more english vocabulary to help you set up a post :slight_smile:

I will try to answer it as best as i can.

  1. Even though you export them as one mesh, import them as one mesh, in theory its just three meshes in one static mesh.

  2. You need to merge those meshes in 3dsmax, it should be one mesh. (try pro-boolean)
    Because at the moment the polygons from one box are inside another box and this can cause shadow distortions.
    Try to make one mesh out of it!

  3. When unwrapping the meshes for the UV channel that will be used as the lightchannel you need to either A) keep a one pixel edge in your 0-1 space for buffer, or B) first create a decent lightmap in 3dsmax and then let UE4 re-configure that channel so it will auto generate that one pixel gap.

also, 1200 isnt a propper lightmap resolution.

sorry my bad english.
Can you specific more detail about the keep one pixel edge for 0-1 space for buffer. Create a decent lightmap?

this link explains a lot about the one pixel buffer for lightmaps: http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/

and a “decent lightmap” means, just one that does the job, looks okay, works.

i am using 20482048, does it suitable ?
And the post said is just want people to have 4 pixel extra for safely model lightmap to avoid filtering bleeding form one poly to another. Does that’s mean if i want to use a 2048
2048, I need to make a texture in 2052*2052 etc?

The important things he never mention was does it work in both platform Apple and Android.

By the way, I still don’t understand this page mean I hope you can solve it out for me please !!

https://docs.unrealengine.com/latest/INT/Platforms/Android/GettingStarted/2/index.html

Tap the Build Number 7 times. After the first few presses, you will see a You are now # steps away from becoming a developer. message.

I can just only tap the android version with a Jelly Bean come up. No idea does it mean Developer Mode has been activated.???

Anyone know the answer?

yea, anything with a power of two is suitable.
as for the lightmap, its a seperate option in your mesh.
basically if you make a lightmap uv in 3dsmax, and its exactly 20482048 width, you want to have a one pixel buffer on each side meaning that you can only use 20462046 and leave one pixel on each side empty for to get to 2048*2048.

also read this documentation: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html

You are better off asking the android stuff in a new question.

I did ask android before. No one reply.