I’m doing a little bit of prototyping for the upcoming unreal tournament 4
Here is the problem;
I made myself a quick pillar to use in blockouts.
(made using bsp and then convert to static mesh in the editor)
Now i get something like this when i rebuild all.
as you can see the places marked with x don’t read very well.
What could be the issue and how can i fix it. (please try to make an effort to explain in laments terms. (previously i have worked with UED1 only))
Extra documentation on the subject is welcome too! (don’t really know what to call it. so another topic may be active here, i just could’nt search for it)
when i would design something like this in 3ds max and import it to the editor as fbx. … are there more suprises like this to come?
or do i edit some specific stuff in 3ds max before exporting? I have made quite a few rocks now, using hourences rock generation method. But i wonder if those are ready to go in as they are…
Do you get any errors/warning after you have build your light? + before you build the light it looks right?
-Add a lightmass importance volume
-Increase the lightmap resolution
-Place a point light beside those black spots so that we know if it’s completely black or just a little bit darker
In 3ds max you just have to create the mesh + a lightmap (http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php). After that everything should work fine (as long as the lightmap is right)
Nope i’m not getting any errors in the map check.
lightmass importance volume is in place.
I had to bump up the lightmap resolution from 4 to 128 in order to get the effect i wanted.
I saw some assets with a lightmap res of 256 so i think this will not be an issue? (just extra filesize with higher value right?)
Anyway it fixed my problem.
Ps; keep doing what you do, Alot of good video’s and explanations by you on youtube!
Between between 32 and 256 everything is fine → but the lightmap resolution also depends on the size/complexity of the mesh When you create them in a 3d program, try to keep them as small as possible → the light build wont take so long, a smaller file size,…