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View Full Version : Uneven lighting on static mesh (solved)



Winter Dragon
11-13-2009, 10:25 AM
UPDATE: Explanation here. (http://www.hourences.com/book/tutorialsue3lightmap.htm)

I spent a few hours searching these forums before I posting, but here's what I'm getting with my lighting on a static mesh:

http://mk.darkstargamers.com/images/lightproblem.jpg

[A] Uneven lighting on surfaces (the surface is absolutely flat and there's no split on uv co-ordinates where the lighting changes (at least not in max anyways, mesh imported via ASE format)

[B] Lighting cast outside of radius, and also uneven. The orange lighting has a small radius that doesn't even touch the surfaces pointed two above. I've turned off indirect illumination to 0 and instead of my light falling off at the radius it's 'bleeding' onto surfaces it shouldn't.

I don't have vertex lighting enabled (at least not that I can tell) and I've tried changing the lightmap resolution from 32 to 64, 128, 256, 512. No change, it still looks ugly. There are so many settings I can alter (too many for me) so I'm hoping someone will see this, have some idea as to what might cause it and point me in the right direction.

Norman3D
11-14-2009, 09:40 AM
Picture right) Looks like vertex painting or no smoothing groups. Double check both.

A bigger picture would help, don't really know what I'm looking at.

Winter Dragon
11-14-2009, 12:21 PM
Never mind. (http://www.hourences.com/book/tutorialsue3lightmap.htm)

Fixed with a 2nd UV channel added in max. The vertex lighting kept overriding because it had no channel of 1 to map to. I had _no_ idea how lightmaps work, but I know now so that's sorted.