Problem with Lightmap

Hi guys i have problems exporting models from maya to unrealengine.

I have been reading a lot about these issues and i can say its all ok with my models =(

Uv and normals look fine but in unreal ufff its horrible.

I share some pics.

Here is the same model without the lightmap mmm looks good

I tried with other uvs, importing tangents/normals from maya, changing resolution of the lightmap, generating tangents/normals inside ue4, generating lightmap inside ue4 and importing from maya, etc…

halp can you kill me? :frowning:

You should try to keep flattish areas as one UV island. But my initial guess is the biggest issue is the light map resolution is too low.

wow thanks a lot. The problem is gone and the solution was exactly what you say. I only create a new lightmass map uv set into maya, click automatic mapping, separate all the faces and cut! so all the shells are “one uv island”.
Then i create a layout where all shells are separated 0.4 units (uv coordinates).
Then increment the resolution of the lightmap to 256 and its all. :stuck_out_tongue:

If you want to read about this here you go:

UDK - How to Fix Light and Shadow Lightmap Bleeding and Seams <— how to solve it.

and:

http://worldofleveldesign.com/categories/cat_udk.php#lightmapping <— for other questions.

THANKS MAN!!