View Full Version : Blender and light maps
12-15-2009, 11:58 AM
I followed this great detailed stone tutorial by Pelle Johnsen ...
My problem is that after importing the low poly mesh and textures into UDK, the stone never lights properly. I can see where the faces are and the smoothing is mostly gone. I tried deleting all extra UV channels, adding one with the same unwrap, adding one with smart projections...etc... nothing seems to work.
Does anyone know what I can do to get the light maps working?
12-15-2009, 03:51 PM
UV maps for LightMap must be:
a) second, third and above layer
b) Elements cannot overlay each other. Everyone must be seprate.
12-15-2009, 08:51 PM
I good with a) and b) but I still have the same problem.
Sounds like whatever format you're using isn't saving the smoothing information.. you're not using ASE by any chance are you as you don't say in you initial post (always a good idea to provide that info btw). Also are you sure you're using a format or export tools that exports multiple UVWs?
12-16-2009, 07:20 PM
Sounds like whatever format you're using isn't saving the smoothing information..
I'm using the py srcipt goofosASE-2.44v0.6.10b_UT.py (all options enabled except -Center Objects- ) to export the mesh as an ase file from Blender 2.49b.
The collisions work fine when I include them. The meshes are scaled up by 32 before export but I tried without scaling and there was no difference.
I also just tried exporting in a collada1.4 dae file format (options on - apply modifiers - use UV image mats - Use relative paths - Triangles - export only selected). There was no unusual light shadows but I lost ALL smoothing.
I wonder if maybe I'm also missing some settings in the UDK mesh property settings.
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