Black spots appearing on static mesh
I've been trying to figure this problem out for a long time and it's really pissing me off, so I made a static mesh of a brick wall in blender and exported it to unreal like usual, but when I built the lighting, it had black spots all over it. It used to be worse, the entire mesh was covered in black but I made it a little better by adding the lightmap in blender. This has been a problem for me for a very long time so please help, but thanks in advance.
The picture you've attached is still under build... how does it look like AFTER it? And as you see your lightmap is not ok!! ...I guess it's an automatically generated one and where you have the seams you have the black artifacts... I guess having a proper lightmap would solve your problem!
answered Nov 29 '17 at 05:12 PM
Generally, when you have black 'spots' on the mesh, your lightmap could have problems with this. The errors you are receiving means that your mesh hasn't been properly UV unwrapped in Blender. Make sure that you have no overlaps on your UV before you export from blender. You will also need to make sure that your UV islands have enough space between them that the lightmap doesn't bleed over onto a nearby UV island.
Because that is a wall, it'd be easy to just planar map it to make sure your UVs are correct.
Other reasons you can end up with black spots:
answered Nov 29 '17 at 06:00 PM
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