I have tried changing the lightmap resolutions. the settings in lightmass. fiddling with static/dynamic. Is it my UVs?
Yeah, looks like lightmap UV’s. Make ure thee are no overlapping faces in the mesh’s UV layout.
Those jaggy shadows are the only problem left now i suppose, and thats because of the lightmap resolution. You can increase it to 1024, it’s ok for a mesh this size. And you can ignore the smoothing group warning since you are doing it on purpose.
The cause of such jaggy shadows is that those edges of the polygons dont line up with pixels of the lightmap. It is less noticable with small meshes but it becomes more obvious as the space that mesh takes up in the screen grows. So your safest solution would be to split that mesh into a couple more pieces i think.
Ok so I unwrapped better, the entire top face is one large UV island and I’ve resized it bigger than the bottom faces
My Lightmap resolution is 512 for each item
Lightmass quality at 4
Lightmass scale at 0.5
My only wonder if it’s to do with smoothing. Or the lack of it to be more correct. UE4 complains about “no smoothing groups” but I do that on purpose to get that low-poly look
Even if I crank it to 2048 it doesn’t help (except make render times insane)
I think the problem must be more fundamental than that. I’m researching self shadowing issues now
That is very good to know thanks.
I “sovled” it by cranking the lightmap resolution to 4096 but it was SLOW to build