Hi guys,
I'm working on a large-scale project for university and have encountered a bit of a lighting issue with some of my static meshes.
I have a network of roads that have been built out of seperate meshes (think Scalextric race tracks or model railways, same kind of approach used here). Thing is, when building the scene, I get shadows being cast that are creating 'seams' between each section, like this:

A, B, C, D, E etc. are all seperate static meshes, and have been built so they line up properly (no steps or height difference and they all snap to grid).
I've had a look at lighting importance volumes, making seperate lightmaps on each mesh, changing the lighting build quality and i've also had a look at some of the Hourences tutorials but the issues are still there. Any thoughts or tips?
Additionally, I do have a low point light in the corner of the scene (I wanted to make the lighting look more like a sunset and cast long shadows) which is still higher than all the meshes - could this be the root of the problem? Also, I'm still using the January UDK if that's any help.
I'm no expert on lighting a level as you can tell, so any help or pointers will be gratefully received. If anyone has any good UDK lighting tutorials i'll be more than happy to take a look and see if they can help out too.
Thanks in advance,
Rez
I'm working on a large-scale project for university and have encountered a bit of a lighting issue with some of my static meshes.
I have a network of roads that have been built out of seperate meshes (think Scalextric race tracks or model railways, same kind of approach used here). Thing is, when building the scene, I get shadows being cast that are creating 'seams' between each section, like this:

A, B, C, D, E etc. are all seperate static meshes, and have been built so they line up properly (no steps or height difference and they all snap to grid).
I've had a look at lighting importance volumes, making seperate lightmaps on each mesh, changing the lighting build quality and i've also had a look at some of the Hourences tutorials but the issues are still there. Any thoughts or tips?

Additionally, I do have a low point light in the corner of the scene (I wanted to make the lighting look more like a sunset and cast long shadows) which is still higher than all the meshes - could this be the root of the problem? Also, I'm still using the January UDK if that's any help.
I'm no expert on lighting a level as you can tell, so any help or pointers will be gratefully received. If anyone has any good UDK lighting tutorials i'll be more than happy to take a look and see if they can help out too.
Thanks in advance,
Rez
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