All week i’ve been learning a combination of UE4, Blender, Photoshop, and C++, reading user manuals, watching tutorials, and reading forums while at work. I’m open to suggestions however, i’m currently having an issue with a project im working on and am looking for assistance. This may be more of a Blender question than a UE4 question but this is my first time reaching out and figured i’d start somewhere. I looked around and tried a few things but I keep having the same result.
Being my landscape is a style of low-poly with a ton of polys, I found making it in Blender then to import into UE4 was easier than using UE4’s landscaping tool.
With collision, I understood that a second mesh would have had to been made to take advantage of UE4’s Complex to Simple collision. I know I’m not supposed to duplicate the mesh as it takes more processing in the back end but I went ahead and did it anyways.
when unwrapping your uvs did you specify that the lightmap uv unwrap was a second uv map? you should have one set of coordinates for texture to be applied and a second one for Lightmap. In UE4 in the mesh editor you should make sure that it is using the right set of coordinates for lightmapping. Also you may want to rethink your collision strategy because you are using some processing power checking for collision on the mountains unless you want the player to be able to walk on the mountains. If not I would just make a plane for ground collision only.
After some reading and trying to figure this out, I removed the collision mesh to make troubleshooting the UV Map easier. Good call on the collision check though, didn’t even think of that.
I loaded a previous save that I made prior to creating the first UV Map and collision mesh and tried to simply unwrap, reimport, and build. This is what I got;
The UV Map is overlapping by 40%, presuming this is why it’s happening. I’m not sure on how to read UV Maps but this is definitely a concern regarding blender. Appreciate your response .
Holy crap, 40% is huge lol. I see in the uvs you do have some tighly packed faces. By chance did you try letting unreal make a lightmap for you? It generally isn’t good practice but your landscape is low poly and probably if you just use baked lighting it will be OK.
In a little bit I’ll post a quick tip on how to look at uvs in blender
I appreciate your help. Learning how to read UVs anywhere would be nice. It’s what I’m reading up on today considering it will be something I need to get an understanding on.
Last night I made a quick attempt to let unreal make the lightmap but I’m pretty sure I did it wrong considering after the build, it blacked out the entire mesh.
I’m just afraid of the idea of having to manually mark each seam in a 1500+ count face mesh upon multiple channels. Pulling teeth has more appeal.
heck ya. I understand. So here is the screenshot. I hope this makes a little sense in this short paragraph. So 3d objects have x,y,z coordinates relative to their origin point. UV mapping is a 2d coordinate representation of each face of the mesh. We pack each face in the UV map which has coordinates 0 to 1 on each side. U has 0 to 1 and V has 0 to 1. In blender in the uv editor you can click the toggle to sync between the uv editor and 3d viewport to select a vertex, edge, face or entire UV island to see where it is in your model.
In talking about lightmapping, this is a special UV map that lines up all the faces in the same direction specifically so that seams don’t appear in shadows. At least that is how it’s supposed to work.
Since your mesh is pretty much a plane, you can try to unwrap with the option project from view bounds with the camera facing down. (numpad 7) for your texture uvs