Zhu_Hanyl
(Zhu_Hanyl)
April 8, 2022, 8:44am
1
Hi guys! This is probably some simple issue, but not for a newbie I am. I Tried to add a custom lightmap UV for the first time, and got this:
which is obviously wrong. I`ve already checked my geometry and normals, they are ok. UVs seem fine to me either.
Here are the settings:
What’s wrong with me/it?
Are you using static lighting?
Are you referring to this aspect?
Zhu_Hanyl
(Zhu_Hanyl)
April 8, 2022, 8:48am
3
Yes, lighting is static. This is how it looks before I build light:
And your custom UV is on channel 1?
Zhu_Hanyl
(Zhu_Hanyl)
April 8, 2022, 8:59am
6
yep. [It also says that I have overlapping UV`s now] nevermind, fixed that one
I don’t think I can say anything very exciting.
The only possibly useful thing is to put your lightmap on channel 0, and check the material looks ok. Sort of a lightmap debug.
Weird.
If you can give me a link to get a copy of this model somewhere, I’ll take a look, but otherwise I’m out of ideas…
I do think it’s just the your lightmap is not layed out correctly. Take a look at this density debug shot
I don’t think there should be a patchwork effect like that, no?
Zhu_Hanyl
(Zhu_Hanyl)
April 8, 2022, 9:29am
13
surely not, what caused it?
All I did was import FBX and uncheck ‘generate lightmap UVs’.
The lightmap needs to be layed like a material UV.
I just clicked ‘generate lightmap UV’ to calculate from the material UV and I get
Zhu_Hanyl
(Zhu_Hanyl)
April 8, 2022, 9:42am
15
Ok, I did that and it worked beautifully, though I don’t really get what happened But I’ll go deeper into it. Thank you so much for your time and help, you`re a real hero!
1 Like
When you tick that checkbox, it’s making the light UV from the material UV, so it’s not using your custom UV.
Zhu_Hanyl
(Zhu_Hanyl)
April 8, 2022, 9:46am
17
Yes, I understand that, but what is the whole point of making custom lightmaps then? I’ve been told it is a right way to do the thing.
I don’t think it really matters, unless you think there’s something wrong with the auto-generated ones.