Overlaping UVs (error when generating new ones)

I’ve recently built a new mesh for my game but when I bake lighting I get the Overlaping UVs error. I researched this issue a little bit and found that I need to build new UVs.

When I build new UV’s I get an error saying

18277-error.png

If someone could please tell me how to fix this or fix this for me, I’ll love you forever.

Mesh - MEGA

still need help with this

Hi Tan,

You have a very complex mesh here that could use some refining to get better results which is why you’re seeing this error popping up.

You will definitely want to optimize your mesh here by reducing the poly count (which is ~ 200k right now for the mesh). You also have a lot of overlapping faces (I counted 6 overlapping for the street road way.

To further optimize it would be better to have a single railing that is UV’d then place the multiples in UE4 once imported. This will give you more uv space when going to lightmap this as well.

There are really only two meshes that I see that need to be imported. The road and a single railing stand.

Tim

Thank you so much for your reply.
What would you recommend as the best way to reduce the poly count?
Also the reason for putting 6 rails is to use it with the spline tool to draw out the track. Is that not the best way?

No problem at all.

If you’re going to use it with the Spline mesh then this may work. You will see some issues on sharper edges though and in areas where you have more spline points because it will duplicate the three railings on each side for each spline point.

Image 1: General issue with sharp corners

Image 2: Issue with more points

It would be best to use the road mesh as a single Mesh spline and add a second Mesh spline to the spline components that is a single railing on either side. Then you can have better control over how this is being handled.

For reducing the meshes, It would probably be easier to re-do the railing as it would take just as long to clean it up as it would to re-do the mesh. I make sure that that the bar that goes from one foot to the other is a single mesh and not split as it is. I wouldn’t use that many polygons on the corners or the cylinder shape. You could get away with far fewer polys and the player shouldn’t notice the difference (unless they are really nit-pickey :wink: ).

I hope this helps! :slight_smile:

Tim

I’ve decided to take the separate mesh route. While placing the splines, will I have to place 3 different sets of splines or is there a way to automatically place the railing x amount of units from the center of the spline?

Multiple Splines may be the way to go. Having multiple meshes for a single spline work but is limited.