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. 

Lightmap/UV overlapping in combined mesh

alt textHey Guys,

this is my first time posting and I am having trouble to wrap my head around it. I have a huge Submarine that is imported with combined mesh so that I do not have to handle all the little parts and can easily move it around as one. I have unwrapped all the little parts to have a unique UV map for the lightmap and I get the process. Problem is, when the mesh is combined I get overlapping errors, because he puts all of the uniquely unwrapped UVs of all the objects on top of each other :/ I do not know how to work around that. I dont want to have to have the submarine divided into all of the small parts and want to move it as one and assign materials as one. I also cannot make a UV of t he whole submarine since it is way too big.

Any ideas? What is the correct workflow for a huge object composed of multiple pieces?

Product Version: UE 4.16
Tags:
lightmap.png (1.1 MB)
more ▼

asked Aug 30 '17 at 03:33 PM in Using UE4

avatar image

crumbkin
1 1 3

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

1 answer: sort voted first

Ok so, despite the UV page showing you overlapping UVs, they are in fact not (Well they are, but it wont affect it like that). To setup correctly, every UV'ed mesh needs its own named material in your 3d program. When you do this, You should get a new material channel for each UV set. The materials only affect the UVs of their mesh, so in practice they won't be overlapping.

As for lightmapper, that will need a single UV for the entire submarine. The auto-unwrapper should have done it, but if not, I can tell you how I might do it. I would duplicate all my meshes in my 3D program, combine them, auto-arrange their UVs so they are all packed together non-overlapping. Then I would copy-paste the uv layout onto my indivudal meshes into their second uv channel. Paste it into all pieces then delete the duplicate. Lastly In unreal turn off "auto generate uv" and you have a uv channel that when combined, should all be laid out cleanly. If you were a clever scripter you could probably automate that copy-paste task.

more ▼

answered Aug 30 '17 at 03:45 PM

avatar image

DanielOrchard
918 17 21 37

(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