Issue with shading

Hi everyone, so I am making modular structures and I keep running into this issue - the light maps are rendering weirdly. now I am using the UE4 generated light maps so I don’t know if it is the UE4 light map or the way I am making my stuff.

Here is what the problem looks like.

and here is what I am doing, i am making modular sets that share one texture map. Am i going about this the wrong way?

notice that on the texture map, I do have overlayed UVs as i wanted to capture as much detail as possible from one texture sheet.
I adjusted the light map density in UE4 and I get these weird shading issues in the engine where it looks uneven. Again I am using the UE4 generated light maps so I’m not sure if it is that. Here is a picture of those light maps.

any help is greatly appreciated. Oh and on another note, I am using flat shading for the flat faces, there are no bevels here or there - is it possible that because of the flat shading that this issue is popping up?

I’m sorry but I’m not sure about your problem! :slight_smile:
Is it the material you’re talking about? I think it’s a tiling issue… Your lighting seems ok to me…

Well it’s the seams of the texture, where it is stacked on top of each other - it does this weird shading issue. Like when I place it next to another modular asset, it doesn’t uniformly light, and it has a weird boxy appearance. :stuck_out_tongue:

I don’t see it on the pics! :S …just the material seams…
Well if it’s a single object and you don’t want to touch your lightmap…
To get rid of the unevenly lit modular pieces: you should lower your static lighting level scale to 0.1 smoothenss to 0.6 and increase the quality to 10…

Thanks that does work, it seems like this is the best solution. :smiley:

also just because I have to ask since this increases build times - does this get rebuilt everytime someone launches the game?

Sadly modular (separate) pieces have color differences! :S And yes you get a higher build time but you get a VERY good result!
And no: you bake the lighting information with the build into the meshes. You don’t have to do another build unless you make changes in lighting or moving things around placing new meshes… And because it’s baked it’s the least “expensive” lighting…