Light build fails after UV's are generated

I have imported objects separately and genererated unique UV’s for each one, but when I rebuild the lighting I get error messages for each object and the materials get re-mapped badly.

What is the fix for it.

thanks!

Julian

Hello jlnsvfx,

Go into the Static Mesh editor for any one of our objects. You said you generated unique UVs for each mesh. Make sure you are assigning the correct ‘Light Map Coordinate Index’ to your mesh. Under the ‘Static Mesh Settings’ set the ‘Light Map Coordinate Index’ to 1.

Here is an image you can use as reference to find where to make the changes.

Light Map Coordinate Index

Hopefully this resolves your issue, but if you are still experiencing a problem let me know.

Thanks,

Hi Andrew;

Your box unwrap looks really clean. Here is the result of my unwrap.

My unwrap was clean in 3dsMax before I imported the walls. Can you tell me what I am missing.

thanks!
Julian

Some of my walls have diagonal slopes and openings too - that may be why.

Your geometry is a bit more complex than mine, but it also seems you have a different layout than mine. Which version of the engine are you running? I am using 4.5.1

I am using version 4.4.3 - I need to upgrade.

Attached is a shot of my walls in Max

Yeah we made some significant changes to the Static Mesh editor in 4.5 so that could help resolve your issue.

If you would like, and if you are comfortable with it, you can send me your .fbx files so I can take a closer look at your meshes. The unwraps seem fine aside from that random green line across the center of the right wall that is displayed. This seam could be dividing your mesh in an undesired way.

Another suggestion is to Export/Import these as their own mesh so they are not all in the same 0 to 1 UV space. You can get greater detail and better Lightmaps if you were to separate them into their own UVs.

Great - thanks, I’ll download the new version. I am trying to figure out how to import large architectural projects that have many walls, stairs, glass, windows, etc. without importing one at a time. Is there any way to group interior walls so that lightmaps will generate successfully.

Let’s say you have four of those walls, all with unique shape and size. The best way to have them correctly lit and to generate light maps would be to unwrap each mesh and import them as their own individual static object.

If you were to unwrap each mesh in Max, export them all together, and import them combining the meshes. The light map generated for your entire mesh will not be as clean as the one you would be using if you kept them as individual meshes.

Keep in mind, you can export all of your walls from Max. Then, when importing into the engine, you can uncheck “Combine Meshes” which will break up your walls as their own respective static mesh.

Cheers,

Andrew

Awesome - sound good. I’ll try it.

thanks for your help!