I am not sure what I am doing wrong but when I put my modular wall pieces together there is some shading/tearing at the connection. I used vertex snapping to snap the corners together. The mesh doesn’t have lightmap UVs yet. I don’t know if that makes a difference. I am just trying to make sure everything lines up properly.
I don’t think you would notice lightmap errors unless you’ve built lighting. If you have in the above screenshot, it may be due to inefficient lightmaps.
I’m not familiar with the tearing people are describing, but you need to do two things to eliminate simple problems.
1 ) Give it proper texture UV mapping coordinates. It doesn’t look like you assigned any UVs to the object, not just LightMap UVs.
2 ) Assign LightMap Uvs. just start simple, if you are using Maya choose your second set of UVs and assign AutomaticMapping UVs to it.
When you do that re-import and re-render the shadows to see what you get.
To me the Shearing that I see is based on points being moved in your modeler, and then Texture UVs not being reassigned afterwards.
It also might be aliasing from dynamic shadows
Alright I’ll look into all of these solutions in the near future. I do have a UV map for the object and it is textured correctly, I just didn’t add the material in the screenshot so that the error is easier to see. I think I’ll first try converting the scale of the mesh to metric units to match Unreal. Thanks everyone for the suggestions.
It looks like, at least in this case, the solution is to build the lighting. I am not exactly sure why, but building the lighting fixed the issue, even though I don’t have a lightmap assigned to this mesh. It will be annoying to work with the pieces with the need to build the lighting just to fix the tearing when building up a scene, but it seems to work. I apologize for not trying this solution myself before asking the forum.