Terrible lighting seams when creating modular 3d assets

Does anyone have experience with this bug? I’ve found some info on fixing it but it’s very vague and basically hinges on redoing most of the asset in the hope that everything will be fixed, which is not exactly what I want to tell to the artist I hired, “hey, just redo all the UV maps and texturing based on this nice big stack of vague and finnicky info that I have here… and MAYBE I will be happy with the asset then.”
I’m just hoping maybe there’s an easy fix I’ve overlooked or some way to repair an asset without essentially redoing the texturing. Already tried messing with lighting settings.

The video is kind of blurry so i really cant tell what to look at.Are you referring to 0:10 for example?

Perhaps you could post some screenshots and mark the locations that have these problems you mention.

seems obvious at 0:10 yeah

have you tried running lightmass with Production setting? (do it on a small map or a test overnight). otherwise it’s most likely the classic lightmass issue: either you need better UVs or you need to increase the lightmap resolution

closer look at the problem, already tried all the mentioned solutions in this thread, note that the asset in the screenshot is one continuous static mesh rather than separate pieces and the UVs still misbehave and ruin the lighting, it’s pretty obvious that the UVs and texturing will need to be redone, I just wish I knew exactly what needs to be redone

you say the asset is one continuous static mesh, but your textures seem to be being mirrored and tiled within it. I’d say the problem lies there, since lightmass needs fully unique UVs

Ciox, Im confident in my uv skills.If you want, send me the model of the tunnel (texture and normal map)or a upk, so that i can replicate it on my end with a few point lights like you and tell you exactly what is going on.

You’re right, I’ve tried a different approach (mirroring models inside UDK with -1 drawscales) and the lightmap seams are gone, provided I place the point lights just right. The whole trouble started when I began looking for ways of mirroring the model to get rid of a seam in the diffuse map.

Thank you but it’s pretty much fixed, I just need to avoid mirroring the models, ideally with better diffuse maps that are actually seamless and won’t require mirorring to be seamless.

Just for the sake of aditional information. Lightmass is know to have a problem with lighting seams whenever using modular piece, it happens even in UE4. The true solution lies in hiding these lightmap seams, like planing your level design to make these seams occur on strategic places, like on corners, in example, where you can place a column in example, to hide these light seams.

This has to do with the way lightmass calculates the lighting across different threads on the processor.

In the case of my game, I completely dropped Lightmass, I am just using normal lighting, I begin my map by using the UDK templates (midday, night, afternoon,…), then I add some aditional lights, however I work hard on the postprocess volume to compensate the lack of baked global illumination (lightmass). So the lighting on my game looks like Unreal Tournament 3, a bit dark, however it looks good. And whenever I want to simulate lightmass, I use a skylight with a bit of light blue color, so this reduces the darkness of the shadows.

Good luck!

Yes that is true that modular pieces are very sketchy in these engines. However I found that placing point lights a little bit closer to the seams will hide them, so maybe I won’t have to hide them with a column after all.

Dropping Lightmass did occur to me, I will have to check that option out too. Thanks for all the tips.