Trouble with Light Maps and Baking Shadows.
I am having trouble generating light maps and getting good results when building lights, so it is time to ask for help.
I have a fairly simple mesh of a wall section with a stairs running up in the middle, made in Blender 2.79:
The main mesh is maid out of eight different meshes then joined together (stairs, railing, walls, yellow line, ect.), all properly triangulated in Blender.
As I was getting very weird result with auto-generated light maps after importing it to UE4, I've decided to make my own in Blender as well, which--according to the ton of tutorials I've watched--should be fine:
When I render lighting in UE4 (4.22.2), however, I still get incorrect shadows (though it is much better than was before). I have small dark spots, the shadow on the stairs is all jacked up, and the wall section on the right is noticeable lighter than the others:
I have tried increasing the resolution of the light map all the way to 1024 (which, if I understand it correctly, is way too high), but I am having the same errors. Do you fine people have any insight on what I am doing wrong and what I could be doing in order to get better results when building lighting?
asked Jun 17 '19 at 12:50 AM in Rendering
Your problem is still with the lightmap! Just set a 1024 res checker (or any) texture to your mesh and you'll see how low res it is and blurry and... Also it's not ideal to rotate a uv island that has a 90 angle: you should snap it to pixel if you want proper lighting results! Also very small islands that are smaller than a texel won't receive any lighting information!
answered Jun 17 '19 at 02:29 PM
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