Lightmap resolution for each individual object is 1024.
Mapping was done using blender. I deleted some duplicate vertices in order to be able to loop seams.
Hello! Nice to see such a quick feedback! Thank you Anadin! Fixed the overlapping geometry. (stupid mistake) Cleared the custom split normal data on all objects individually. (every time in edit mode - dont know if thats really necessary but still…) Worked like a charm for some parts of the geometry but still getting blotches and weird shadows for other parts.
Whats the problem with these guys? should i play around with the Auto Smooth Angle? (it is at 30 by default)
Might there be any light setting that i should play with in UE4? Right now I am using similar settings as the ones showed before except Compress Lightmaps which i left checked.
No prob. For these ones I think the model looks good. Can you double check in your static mesh settings which UV maps the light mapping is set to? I have seen them sometimes swap.
Do you have a light mass importance volume in your scene? And make sure it’s set to production. Otherwise I’m not seeing anything obvious that would be causing issues.
Blender’s slightly poor depth drawing shows up an issue here, the geo is VERY close to the leg. You may just be getting bleed from too thin geo that is too close to other geo.
could you perhaps fix the positioning a bit and maybe make the legs a bit thicker?
Any surface that overlaps another surface will have some bleeding because it’s unlikely that the pixels of the lightmap will line up with where the shadow needs to be rendered so some shadow will be visible.
Will try that right now, see how that works and keep you posted with the new model and results.
Keep in mind that I deleted some double vertices in Blender in order to be able to loop the seams for the unwrapping. Might this affect the geometry somehow? (i used lowest merge distance)