Meshes still dirty....

Hi all :slight_smile:

I ve still an issue with my Unreal Engine 4 render…

this is my issue :

I tried mannny many many differents solutions :

1/ tried to have a nice uvw unwrap ( with Unfold Wizard )

2/ tried to set a second UV set for lightmap, with a space between the different islands, not on a border of uv square,

3/ tried with “auto generate lightmap” in UE4

4/ tried with Flatten mapping on channel 1 and 2

5/ tried to up Lighmass resolution ( 512 )

6/ tried different export : all attached, all parts separated, etc…

7/ tried to set the World setting

68099-sets.jpg

and my mesh is still dirty…

I tried to change Lightmass.ini values, but it’s very toooo long when I use the best values.

if you have an idea to obtain a clean meshes…

up please :confused:

I need still any solutions :confused:

Hey decod-fp,

Apologies for not getting to your post sooner. Sometimes issues fall through the cracks, and someone is never assigned. I will do what I can to assist you.

So firstly, reset all of your ‘World Settings’ for Lightmass back to their default settings, and be sure your ‘Lighting Quality’ is set to ‘Production’

When you import your mesh, if you have your own UV’s set up, be sure the spacing is even and it is not too crowded. You mentioned to even tried to create multiple UV maps for your mesh, which is sometimes necessary. You might want to try combining that and increasing the resolution to 1024 up from 512.

Let me know if these suggestions worked, and provide me with some screenshots of your results, including the UV’s of your Static Mesh please.

Thank you,

Hi Andrew :slight_smile:

Thank for answer !

You can see on this image, my second UV chanel are really simply and right ( I think )

and my world setting params are reseted.

But it’s still dirty…


I tried with resolution lightmap 256 / 512 and 1024. It’s slightly better, but not fantastic, and not clean :confused:

Use more padding for your UVs, make them rectangular when possible (if your faces are quad-based, use: “Straighten Selection” under “Reshape Elements” in the UVW editor, and for the small faces, if they are important, you can scale them up a bit, your UVs are quite inefficient.

He is correct, your UVs should usually be padded by 2 or 4 units and occupy as much of the 0 to 1 space as possible, scaling up the parts of the mesh you wish to have greater detail.

Static Mesh Pipeline

You can take a look at our Static Mesh pipeline to see how we recommend the workflow.

Cheers,