Here’s a quick question I’ve been wondering about for a long time. What causes linear shadows like this on some meshes? It doesn’t appear to be ambient occlusion, or indirect lighting, or even shadows cast from the object adjacent, because when I turn all of these things off, nothing seems to change this artifact. Any help is much appreciated. For a tile-based game, it’s really problematic. Thank you!
This example is in 4.27 with just one Directional Light, but adding static lights and such doesn’t seem to really help either.
Did you make those tiles? I’m wondering mostly about normal maps, and possibly the UV map, if there’s a texture.
The normals are easy to test, just use that visualization mode:
No, I didn’t make these meshes, and there actually isn’t a normal map on them. Though, that view mode does look very suspicious. What do you think that could mean? Thank you for the response!
Those mesh normals are the cause of your issue. They are definitely wrong. Fixing it is usually going to mean going into 3D modeling software and adjusting/recalculating them and reimporting.
Cool, thank you!
The normals are wrong. Fixing it really depends on what kind of shader ( material ) you have.
You might be able to fix it in the material, by faking the normal, otherwise you have to reimport it.
I was able to fix the normals with the Model Editing mode in Unreal, woo. Thanks guys!