Strange Light Map Errors? (Should be a simple answer?)

Hi guys,

I am working on creating extremely basic assets for unreal engine 4. My problem is, I created a cube in 3ds max then inset and extruded 1 face of the cube. I directly applied a Blinn material to this cube by creating the material in the material editor and then dragging it on to the cube, notice how I haven’t created any light maps for this I just directly applied 1 single material. Then I export it to unreal, it looks good however when I bake the lighting it says that the lightmap for my cube is överlapping by 40%“”. I am very confused since I didn’t create any lightmaps, and all the solutions for problems like this have been involving cases where people create and unwrap UVWs?

Can someone please tell me why this is happening?

Here is a photo of my cube and the material editor of which I directly applied the material to the cube.

If you dont create a dedicated lightmap UV map, the engine will use the texture UVs for the lightmaps; unless you create the lightmaps in situ during import.
Those lightmaps UVs will work but may be sub optimal.
So to fix your problem: Create a lightmap UV set for your model on a second channel.
A while ago, I made a video about it :slight_smile: https://www.youtube.com/watch?v=homulNbrD-8

PS: If you dont even create a proper UV setup for the texture, then your mesh will look weird with anything other than a solid color material…
You just cant avoid unwrapping. There is no way around it…