Infinity Blade Asset UV/Lighting Problems
I downloaded the Infinity Blade assets from the marketplace for a school assignment. I'm focusing on level design and don't have time to build my own assets, so the release of these were a god send. Until I actually started using them... After building lighting, all the assets have blocks spots on them. I checked the UVs and they are hideous. I am on a PC build and not mobile, as I do not want to showcase mobile game design. I do hope that isn't an issue. Is there a fix to this problem? I would have to redesign my entire assignment mid term, which would more than likely result in me failing the class. Here are some screen shots.
asked Jan 17 '16 at 02:27 AM in Marketplace
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answered Sep 13 '16 at 05:23 PM
Ok, here is my analysis. From the pictures below you can see i tried a few different lighting situations. The best result came from playing around with direction light.
I will explain this as best I can in short. When creating assets it is essential you think about your target platform. On mobile these assets are perfect. The uvs are fine. really they are... for mobile. They are using an old technique in texture work by conserving texture space and packing the uv shells in there and some are stretched way out to get more texel resolution. Thats why they are red in unreal editor. Unreal thinks they are "out of bounds" and thats why the lighting is getting messed up. Now-a-days because computers are so much more powerful and can calculate more, faster texture size and vertex count dont matter as much so the newer methods with multi uv channels and materials, these uvs will not look good on PC and need to be adjusted. So look at the last pic. in the details panel for directional light under lightmass check "use area shadows for stationary" But for overall quality results you should edit the uvs on the models you plan to use to get better lightmap results.
answered Jan 18 '16 at 06:56 AM
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