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"

Black spots shows up on static mesh

I'm getting those weird black spots on my level. I even set the lightmap resolution to 1024, but still no luck alt text

alt text

Product Version: UE 4.16
capture.png (1.1 MB)
capture_2.png (1.8 MB)
more ▼

asked Jul 20 '17 at 04:00 AM in Rendering

avatar image

263 63 52 69

avatar image Deathrey Jul 20 '17 at 04:17 AM

Perhaps, they are caused by your normal map ?

avatar image SoraJr Jul 20 '17 at 04:20 AM

What could be wrong? I've done nothing new and haven't had anything problems with my other textures alt text

alt text

capture.png (288.2 kB)
capture_2.png (2.9 MB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Couple of questions and some suggestions: First, these artifacts tend to show up in the High to Production quality lighting bakes. The reason for it is that they're a bit more high fidelity, and therefore you need to have quality lightmaps otherwise you'll get mixed results. So, are you running a Production lighting quality or Preview?

Is your level a single mesh? If that's the case then I'm lead to believe that your lightmap resolution, even at 1024 is still too low. Looking at your UV map, there is a ton of geometry that you're squeezing into 1K of memory. Lots of geometry is fine, so long as the mesh is smaller, you won't see anything like this happen. I would recommend splitting up this mesh into different static meshes with their own lightmaps and texture spaces. Though it's true going full modular causes different problems, if you split this up into 3 meshes, one for your floor, your ceiling and walls and adjust the lightmap resolution for each, I expect you'll get much better results.

more ▼

answered Jul 20 '17 at 12:20 PM

avatar image

171 2 3 7

avatar image SoraJr Jul 20 '17 at 06:57 PM

Yes, I set the lighting to the Production lighting quality. Also, Just the floor, walls, and ceiling is one mesh. I broke up everything on the inside. I didn't make the level in a 3D program for me to break apart, I used the BSP's. If I have to redo the level it would honestly be a pain. I finally got the look I wanted to ![alt text][1]

avatar image Nuclear Arbitor Jul 22 '17 at 10:41 AM

doing a giant mesh like that, particularly for a walkable area, is incredibly poor practice. you almost always want to make small, tileable pieces and then build your map out of them. there are a lot of performance and production time reasons for this that i won't go into now but i strongly urge you to do your future work in a modeling program and avoid the use of BSPs. BSPs are old and are not intended for building whole levels out of.

avatar image SoraJr Jul 22 '17 at 03:54 PM

Thank you, but being self thought and doing what I know and then some is what it is. 3D modeling isn't hard, but I just haven't got into it like Blender.

(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