Dear all,
I am currently creating one level from UDK brushes. Once converted to static meshes everything works fine except the step of generating lightmap. Please, see link below.
http://freel4nce.com/lightmapProblem.png
As you can see, lightmap looks like "burned" (in the moment of the screenshot, the mesh was selected, sorry for that). The static mesh has lightmap in channel 1 (generated with UDK) and Light Map Coordinate Index is correctly set with an acceptable lightmap resolution (I have tried from 32 to 2048 with almost the same result). Also, the Static Mesh Component has the supposed correct parameters.
In addition, before converting to static meshes, I have tried to reduce light map parameter from 32 to 5 in surface properties of each brush with almost the same result. Generating lightmap for brushes gives similar results. The material used is only a texture of 256x256 applied to the diffuse channel. Could it be this tiny texture the problem?
I am working using mobile compatibility, disabling it gives very similar results. Also, I have tried with all levels of quality of light generation, from preview to production.
Thanks
I am currently creating one level from UDK brushes. Once converted to static meshes everything works fine except the step of generating lightmap. Please, see link below.
http://freel4nce.com/lightmapProblem.png
As you can see, lightmap looks like "burned" (in the moment of the screenshot, the mesh was selected, sorry for that). The static mesh has lightmap in channel 1 (generated with UDK) and Light Map Coordinate Index is correctly set with an acceptable lightmap resolution (I have tried from 32 to 2048 with almost the same result). Also, the Static Mesh Component has the supposed correct parameters.
In addition, before converting to static meshes, I have tried to reduce light map parameter from 32 to 5 in surface properties of each brush with almost the same result. Generating lightmap for brushes gives similar results. The material used is only a texture of 256x256 applied to the diffuse channel. Could it be this tiny texture the problem?
I am working using mobile compatibility, disabling it gives very similar results. Also, I have tried with all levels of quality of light generation, from preview to production.
Thanks
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