Well hello guys. I’ve been trying to solve this problem for a week now and I’m slowly loosing my mind D:
The thing is that I have a model of a chair with a high number of polys (20k) and I HAVE NO IDEA on how to create a good lightmap for UE4. I’m a total beginner in 3D modeling. I use 3DS, I unwraped the UV in a second channel, and I tried every single button I could. Many times I got no overlaping settings but its so shrunk that at rendering time in UE4 it shows me black and gray boxes all over the mesh.
The thing is UE doesn’t like that. I’ve seen all kind of tutorials, tips, guides or whatever, but how in the world am I supposed to fit all those lines into a 16x16 square? I’m aware of increasing lightmap size in UE4, but in 3DS I’ve found no info regarding increasing UV size. So what can I do? I even have a 400k polys mesh, so I don’t think it’s impossible :B
Thanks in advance!
PD: Sorry for my bad english, it’s too late and I can’t even think straight :B
While the engine can handle models with that poly count, it would be much better to work with a model designed to be used in games/realtime. The poly count just isn’t necessary and you’re going to have issues working with it as you can see.
Still, as far as UV mapping goes, you can unwrap it, but you have to do it the right way, no automatic method will give you as good of results as doing it by hand. You may need to do some general UV unwrapping tutorials.
It depends on a bunch of things, everything takes resources so you could have a higher polygon count if you have less textures, things like that, you generally try to shoot for something you think is reasonable and then do testing, if it’s too much then you make adjustments.
UVs and Lightmaps can be very frustrating at times! I can’t say I didn’t struggle with them at first. Heck, there are even times now where I over think some things and just have to go back to the drawing board and do it over or think more clearly about what I want my results to be. There are a lot of options in UE4 that may not be something obvious at first. I’ve fallen into that trap as well. It happens, I learn, and I pass it on to others as I see everyone else doing which is just awesome!
@Tim Hobson
Hi, thanks for the tip. Will save lives.
I have to say, that lightmaps are definitely the weakest point in UE4.
I’m actually finishing project in UDK not UE4, but non-the-less I will say what I’m experiencing.
I have a box - just regular six sided box. Unwrapped meticulously, uvs spaced out on UV grid so they are fair distance from each other. What else can I do? Building lighting, production quality, shades are bleeding. Unbelievable.
No, No, as I may look trough my fingers on other’s UE4/UDK’s shortcomings, I genuinely believe that lightmaps are from stone age. I do hate them.