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Object looks strange after light build

Hi,

I have a strange issue, I built a couch in Blender and textured it with substance painter. In Blender and Substance Painter, everything looks fine. It also looks fine after importing it to UE4 and setting up the materials, but after building the light, it looks totally strange, see image 1 image 2.

It looks like an issue with the UVs, but UE4 does not complain about them while importing. I am using Blender's Smart UV Projecting with the default settings. I joined all objects together before unwapping.

I only have this problem with this model. Any ideas?

Thanks for your help!

Product Version: UE 4.20
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i2.jpg (55.8 kB)
i1.jpg (23.7 kB)
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asked Sep 07 '18 at 04:24 PM in Rendering

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pes04
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avatar image Przemek2222 Sep 07 '18 at 05:11 PM

Change lightmap resolution in static mesh settings.

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Hi!

I guess when "you" lay down your uv islands you use an automatic flatten map... well those cuts you see are the same as on your (lightmap) uv islands! Yeah you can raise your lightmap resolution and those will disappear by time... BUT a better solution is to have a proper lightmap with a proper resolution! ;) Keep rounded surfaces together and have those cuts where it's a hard edge or where it's not visible!

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answered Sep 07 '18 at 05:33 PM

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Makigirl
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avatar image pes04 Sep 08 '18 at 08:43 AM

Hi, thanks for your answer!! So I tried out to raise the lightmap resolution, but it did not get better. I also searched for lightmap tutorials on Blender and UE4, but this also did not work out. I tried to generate the lightmap with UE4 also with the lightmap of Blender as a source. Do you have any links or tutorials for me as a recommendation? :D

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Stich your UVs to avoid this issue.

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answered Sep 10 '18 at 07:07 AM

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AnkurRastogi
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