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Weird lines appearing on my custom mesh

So I'm making a hallway out of cylinder brushes. For some reason when I create a static mesh out of the brushes, weird lines appear on the custom mesh. Here's an image of the hallway (the top is when it's in brush form and the bottom is when I create a static mesh) alt text I have no idea what could be causing this.

Product Version: UE 4.11
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asked Jul 09 '16 at 09:20 AM in Rendering

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2 answers: sort voted first

that is because you made it out of brushes, the smoothing groups wont work well because of it, not to mention that the uv's on the mesh (due to it being bsp first) will never align properly.

Get blender, maya, max, modo, or another 3d tool and make it like that. BSP is not a surrogate modelling tool.

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answered Jul 09 '16 at 09:36 AM

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avatar image Brandon236 Jul 09 '16 at 09:44 AM

Well the BSP connects to certain models I've already made and that would seem easier than using another 3d modeling tool.

avatar image Luos Jul 09 '16 at 10:30 AM

ue4 is not a modeling tool, so "another" doesnt make sense.

dont force yourself thinking its easier to do it all in ue4. spend some time learning blender (its free) and it will make your life and progress way easier.

avatar image Brandon236 Jul 09 '16 at 08:53 PM

So would it be possible to import this model into blender and fix it that way?

avatar image Luos Jul 09 '16 at 11:45 PM

yes it is, though if you have no experience with it yet, its best to learn the basics first. there are quite some beginner tutorials out there, and with some basic knowledge you can easily focuss on some unwrapping tutorials etc.

also, could join the unreal slack community http://join.unrealslackers.org/ and find people there who can help :)

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This is possibly a lightmap issue from converting BSP to a static mesh. Have you gone into the static mesh's properties and set an appropriate value for light map resolution and light map channel? They're under "Static Mesh Settings" on the Details panel and are called Light Map Resolution and Light Map Co-ordinate Index respectively. The co-ordinate index should be set to 1 and the resolution should be any power of two increment that looks good.

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answered Jul 09 '16 at 09:50 AM

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avatar image Brandon236 Jul 09 '16 at 10:05 AM

It doesn't look like changing these values affects the mesh at all.

avatar image Luos Jul 09 '16 at 10:29 AM

ofcourse it wont affect the meshes at all, each line of those horizontal lines is a seperate uv island, with its own normals and tangents.

It wont and will never look good untill you actually model it in a 3d program.

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