Hi all,
just started working with UE4 and have this problem. My model shows a lot of splotches after building my lighting (see pics).
Can anyone help me out with this?
I’ve imported everything from 3dsmax creating two different UV channels for textures and lightmap.
What am I doing wrong?
Thanks
The default lightmap resolution is 64 which means 64x64 pixels which is usually too low, you can change the lightmap resolution in the static mesh properties.
However, your mesh has a lot of surface area so it may need to be split up. And your UV’s are not very good. When you do the lightmap UV’s you want to have as few seams as possible, small parts might end up smaller than a pixel and won’t look good. If you’re using Automatic Flatten UV’s then you usually get a poor result and it’s best to do the UV’s manually.
Thanks @darthviper107.
Let’s say I’m a newbie so basically I know very little about splitting surfaces in max. How can I do it manually? This model comes originally from Revit so it has tons of polygons.
Is there an easy way to get this done correctly?
For spitting up the mesh, try to split it evenly so that the pieces have close to the same surface area. Try to split it on a corner rather than a flat surface. In max you would just select the polygons in Editable Poly and click Detach to detach them into a separate object.
For the UV mapping, it’s just basic mapping. In the Unwrap UVW modifier you can edit the UV’s and you would put a seam on the edges that will allow it to flatten out.
I’ll give a try to what you’ve suggested however if there were a tutorial you could point out to, that’d be great.
Anyway I appreciate your help.
Thanks