Why UV Map cut is so highlighted

Hello, guys!

Can anyone help me? I’m quite new to UV Mapping and I have unwrapped this model and when I put it into Unreal, my texture suffered a light cut.

Into Substance Painter it looks really normal. As you can see, the details of texture are following along but the light is way different. Anyone knows what it could be?

Thx.

Hi!

If it’s static lighting then I think it’s not your material but your lightmap! …maybe you have the separate lightmap islands where you see the cuts… if you would have a different lightmap where you would have your cuts at less visible places…

I see. So, another map without those cuts just for the light would probably solve, right?

If the problem what I think it is then yes! :slight_smile: …your lightmap uvs shouldn’t overlap so you’ll have to be tricky! :wink:

They aren’t overlapping by now. The mapping position should affect lighting even without overlaping?

I’ll try remaping it for the light.

Understood. Thanks for the help!

:smiley:

Lightmap uvs are the most important things in static lighting results! …basically wherever you have a cut there is a possibility for light/shadow errors! But you have to have cuts because of the overlap problem…

I’ve tried even changing my UV.

Found out it was the UV and not the lightmap, but I can’t figure out why. When I changed my lightmap the cuts of UV were still highlighted.

Now I changed the map in order to achieve less cuts, but the difference between the cut parts are still too big. Anyone knows what it could be?

In the editor it’s not that different, but in game, it is.

Just found out the problem is all about my normal map. I generated it using height level on substance painter but it seems to be too strong when it comes to the borders (seams).

I’ll try to reduce its level.

Thx!