# why is this?(I m Chinese  my English is bad please use photo to tell me THANKS!! )

**URL:** <https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200>\
**Category:** Architectural and Design Visualization\
**Tags:** unreal-engine\
**Created:** [December 9, 2016, 5:01am UTC](https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200 "2016-12-09T05:01:56Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![anonymous\_user\_67e67be5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_67e67be5](https://forums.unrealengine.com/u/anonymous_user_67e67be5)\
**Post date:** [December 9, 2016, 5:01am UTC](https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200/1 "2016-12-09T05:01:56Z")

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![$8YE$8KXKCRKR`W]F(]Z[UQ.png|1031x782](upload://4FVFzt6Q49ILLUdxieXfYtXYU4U.png)![$8YE$8KXKCRKR`W]F(]Z[UQ.png|1031x782](https://forums.unrealengine.com/uploads/short-url/4FVFzt6Q49ILLUdxieXfYtXYU4U.png)

 ![未标题-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/1/f1fcb73c1a69530441db968571399d0b9f08778a.jpeg) ![RGQB(ZE_MD69_97QKDSM_@T.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/b/eba31589736c4e09b493fc4491cd203cd00abee3.png)

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**Author:** ![darthviper107](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/darthviper107/32/710746_2.png) [@darthviper107](https://forums.unrealengine.com/u/darthviper107)\
**Post date:** [December 9, 2016, 9:29pm UTC](https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200/2 "2016-12-09T21:29:58Z")

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That is bleeding  
You need wall/floor/ceiling to line up exactly in the corners.  
If they extend beyond then the surface on the outside can receive shadow or light and that can become visible on the inside.

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**Author:** ![anonymous\_user\_67e67be5](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_67e67be5](https://forums.unrealengine.com/u/anonymous_user_67e67be5)\
**Post date:** [December 10, 2016, 4:19am UTC](https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200/3 "2016-12-10T04:19:17Z")

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> [@darthviper107;635734](#):
>
> That is bleeding  
> You need wall/floor/ceiling to line up exactly in the corners.  
> If they extend beyond then the surface on the outside can receive shadow or light and that can become visible on the inside.

thanks but what about is material color different? (i use static skylight)

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**Author:** ![anonymous\_user\_fbe61240](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fbe61240](https://forums.unrealengine.com/u/anonymous_user_fbe61240)\
**Post date:** [December 11, 2016, 7:46pm UTC](https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200/4 "2016-12-11T19:46:20Z")

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Perhaps you need to play with the Texture Coordinates node for your material - it plugs into all textures you use for your material and you can scale the texture size up or down. Did that door mesh have a texture on it in the program you modelled it in? If it did, is it the same as the texture in Unreal?

> **[Coordinates Material Expressions](https://docs.unrealengine.com/5.2/en-US/coordinates-material-expressions-in-unreal-engine/)**
>
> Expressions that perform actions on texture coordinates or output values that can be used as, or to modify, texture coordinates.

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**Author:** ![fengkan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@fengkan](https://forums.unrealengine.com/u/fengkan)\
**Post date:** [December 12, 2016, 4:09am UTC](https://forums.unrealengine.com/t/why-is-this-i-m-chinese-my-english-is-bad-please-use-photo-to-tell-me-thanks/80200/5 "2016-12-12T04:09:18Z")

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提高 lightmap 分辨率应该可以解决上面的大部分问题，具体可以看

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