I don’t post often, but when I do, it sure is a question about lightmapping!
I’m working on a modular UE project, and I’m testing a piece of wall I have. But of course, I seem to be running into a typical problem:
Ignore the 3 UV channels, apparently one was generated by the engine during import
It’s not as bad as it was the first time round. I have scaled down the big face planes in my lightmap UVs, adjusted the edge smoothing as well. I’ve been going through this thread as it seemed to have most of the typical fixes, and the end result looked perfect as well https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem
- Dedicated UV channel is there
- Maya UV grid was set to accomodate a 128 pixel res
- UV shell points snapped to grid points
- 4+ pixels left in-between UV shells
- I have tried tuning the lightmapping settings in the world settings panel
Hiding the seams with something else is not an option as some of them WILL have pillars in front of them, but some sections will just be wall meshes next to each other.
Should I just delete the sides of the wall? Although that would probably cause more problems. Though I have deleted the bottom/top of the mesh…
And my second issue is that some of the faces are sort of not rendered properly? They seem fine in Maya, normals are pointing in the right direction and all. Any clues?
*P.S.*Figured I’d see if the missing top/bottom of the mesh had anything to do with the seams, so I placed a cube over the top of the wall. The shadow that fell over the faces of the wall were lovely, but the seams are still intact.