I have a quick question that I feel will likely have a relatively simple solution that I’m just not aware of. I’m creating a 3D rendering of my logo so I can get some close-up shots using a matinee sequence. The logo has been converted from BSP to a static mesh and I applied a material instance that I created onto it. I built the lighting at production quality since everything is finished and I just need my shots. The problem is that I noticed there are “patches” where the reflection is noticeably less apparent, see screenshot. Any ideas on how I can fix this?
First step may be to see if this is a UV problem by assigning a seamless texture or checkerboard texture to the object. If there is a noticeable seam, your UVs may be causing the issue due to overlap, sizing, or light backing. If this is the case, because your material is a consistent color, you can export your shape as FBX and use something like Maya, Max, or blender to auto generate new UVs for your and reimport. If you don’t have one of those applications available and you still have your basic shape, you can align UVs using that.
If this isnt the problem, and the UVs and Lightmap UVs look good without overlap or incorrect sizing, let me know and we can see what else we can figure out.