Lighting bugs after lightning build
Before I built the lights, lightning was like this: But after I bulit it, something strange occurred, without any error:
The model is quite complex. I tried different ways to unwrap the UVs and the only solution I found was to join all the objects into one and to generate the UV in Cinema 4D (it took me a lot of hours to do so): The result is this UV (UV 0 and UV 1 are equal and they are both correctly unwrapped):
I already tried to put the Light Map resolution up to 512. (Sall I try something more?) How can I fix this? I hope someone has the answer :)
P.S: Also, Is there a better way to do the UV unwrapping without joining all the objects into one? (I can't edit the model by doing so). If you know some good softwares, please let me know.
That is an extremely complex model to squeeze onto one UV. The way I'd tackle this is to break it up. You'll find by doing so it'll be easier to generate light maps as you'll be doing them for each section rather than the entire model as a whole.
The UVs currently have no room to breath - in order to generate better lightmaps with less errors you need at least 2px spacing between each island.
Try breaking up the model first - UV mapping a section then importing to see if you are getting the same errors on a smaller bit.
Let me know how you get on.
Great glad to hear it helped! Here is an awesome video series I watched that helped me, especially with light map resolution. http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-01-basics-and-important-principles-for-creating-using-lightmaps.php
It's udk but the principles are still the same.
I forgot to mention you don't have to break up the model physically - you can simply add solid colours (or textures) to parts you want separate - uv map those parts and copy and paste them into separate uv spaces.
Make the spires orange - name the orange texture spires - find the uvs you've already done (if you have) or make new ones - then copy and paste the uvs into a new/seperate space.
That way you keep the model together but the uvs separate and in relation to what texture you're going to apply to them in Unreal. You're essentially colour coding parts.
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