Hi, I'm learning to do lightmaps the right way but when I import the model in UE, these darker spots appear from nowhere and i dont know if its because of the lightmap or wrong settings in the editor or both. Please help, thanks a lot

Please post a screenshot of the “lightmap density” view and “lighting only” view

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I ve also attached the link to the fbx file so u can check it better and tell me whats the prob with it. Thank you

Thanks. In the lightmap density view, each square in the grid represents the size of the lightmap pixel. This means each square will contain a single light value.

You can see that they are quite large in your model, not enough to avoid leaking between interior and exterior areas. You need to increase the lightmap resolution for that model. You can do it in two ways:

  1. In the mesh asset window. Search for “lightmap” in the property search box and you should see a property called “lightmap resolution”. Increase that value and apply the changes. The grid in the level viewport should change right away.

  2. You can set the value directly in the actor in the level too. This overrides the value from the mesh asset. This approach is better for when you want different instances to have different resolutions in the same scene (for example, using a lower resolution for models that are outside of the player reach to save memory).

I ve already set the lightmap resolution of 128 (isnt that enough? : / )
another guy told me that its a matter of normals/baking …I just used a 3ds max plugin to orient normals on the planes to avoid triangulations (IFW normals Improved Face Weighted Normals | ScriptSpot)

I tried disconnecting the Roughness map node in UE and the stripes (737373 picture) dont show up…what I should do then?

I finally found the guilty one. In the Painter shelf i got a smart material i created, which i used for a previous model containing outdated generators: don’t matter how many different materials i put in the model, painter will always export these details from the previous model; a similar case to mine could be this (Occlusion, Roughness and Metallic texture into Unreal anomoly)

Someone could please tell how I can fix this? Thanks.