x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Does the size of the UVs in the Lightmap channel matter?

I had some objects in Maya that I would like to act as one object in UE4, so I exported everything in a single FBX and imported it with the combine objects option checked. But it seems that it really does make it into a single object (I expected it to be working like a 'group') and combines all the different Lightmap maps of the objects into a single Lightmap thus making UV overlap and cause strange artifacts. So I went into the Lightmap channel simultaneously in every object and lay'd out all the UV in the object into really small pieces. Is this a bad thing to do? Does it affect the effectiveness of the lightmap resolution etc?

Product Version: Not Selected
Tags:
more ▼

asked May 01 '14 at 12:12 AM in Rendering

avatar image

atomicFunkdog
1 1 2 7

avatar image atomicFunkdog May 01 '14 at 01:11 AM

Alright, thanks Jacky!

avatar image Guigsy1865 May 01 '14 at 04:30 AM

Something else you may want to do if you are looking to group items rather and keep the UVs as large as possible between your 0,1 space is to try using your mesh as a Blueprint component. What this will allow you to do is have multiple meshes attached together in as a group. The UVs stay separated giving you greater texture resolution while treating them as one object.

You could try something like in this tutorial for a light switch (Link Here) Even though you don't necessarily need the trigger or the light. It will give you a brief concept of how to group objects in UE4.

avatar image atomicFunkdog May 01 '14 at 11:58 AM

Good idea! Thanks Guigsy.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Depends on the complexity of the object you are working with, but most of the time it is best to keep things as simple as possible. For instance, you can combine a whole house into a single mesh and prepare it's UV's in Maya but you'll run into problems like light and shadow bleeding even with high res. lightmaps because the UV layout is going to have too many islands from different parts of the house. So it's up to you to test and see if it works or not.

more ▼

answered May 01 '14 at 12:34 AM

avatar image

Jacky
16.8k 671 167 676

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question