Possibly a breakthrough in my bleeding issue - I need a little more help please

You’ve helped so much already, but I think we have almost beaten the saga of the bleeds!

I was following this awesome tutorial over at WorldOfLevelDesign :

http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-se

You see on the opening scene, and he shows you his texture map, before he creates his extra UV map, well, its laid out like his wall.

When I open MY texture editor I still see a cube sprawled out - and since I base by extra uv layer off of doing a copy, it will obviously be messed up, right?

for reference - here is my simple wall, and the map that appears for it by default. Shouldn’t it have a ton more faces and more odd shapes? (image attached)

It looks as though Maya still thinks this thing is a cube.

I worked out that if I do an automatic map I can get all the right faces. Then I just need to rearrange them - This is easily the most annoying part of modeling at this point - I wish there were an automated way to do this.

I’ve marked yours as the answer, because ultimately that would be part of the process. UVs are probably something you’ll spend more time working on tahn the actual modeling itself. These do require a lot of effort and attention to make things look just right.

In time with a lot of practice you’ll find shortcuts and things that work best for you with your workflow. My biggest thing is to work on Lightmaps as I model, especially if I’m using a lot of separated geometry. I find it easier that way.

While the automatic unwrap works it’s not always the best solution for a good unwrap and there will be some trial and error along the way.

If you need help or want to have a more in-depth discussion regarding lightmaps and best practices feel free to post over on our Forums. (Forums.UnrealEngine.com) I and many other developers from the community are glad to offer some tips and advice to help you improve. :slight_smile: