Hi,
At the beggining - sorry for my english; if something will not be understandable, please ask.
I'm making my bachelor diploma using UDK and 3ds max 2012 - I have to model my department's building.
I've read so much about modular modeling and have been to so many places like polycount and epic games forums threads, not mentioning solid
research in 3ds max and even Maya for better lightmap UV snapping.
So, my problem are those strange spots (not seams, I already know how to handle them):
http://imageshack.us/a/img515/474/screenplamy3.png
http://imageshack.us/a/img571/152/screenplamy2.png
http://imageshack.us/a/img6/3513/screenplamy.png
The scene is setted up with some bricks from my package and default point lights.
I know that previously there were people asking about the same; I've read replies to their topics but nothing helped.
That's absolutely sure - the spot generator is Ligthmass. Turning it off would solve the problem in a simple way. But then,
I would have no lightmass, and therefore - no coolness in my work.
Here's the list of things what I've been trying to do:
UDK
- Turning GI / AO in scenes
- Playing with shadows exponent
- Inserting other types of lights
- Rebuilding scene in new blank maps
- Keeping high lightmap resolution (512)
3dsmax:
- Taking care of good mesh
- Setting smoothing groups like 0,1 or 0,0 + auto Smooth
- Setting GFX mode from Nitrous to DirectX with Qualified normals ON
- Checking normals with 'edit normals' modifier
- Using FBX pipeline with smooth groups, tangents and binormals etc. and
making sure to check "explicit normals" in UDK importer
I've spent a lot of time trying to resolve this and now all I have is just the feeling of resignation and sadness.
Is there any solution for spots problem?
At the beggining - sorry for my english; if something will not be understandable, please ask.
I'm making my bachelor diploma using UDK and 3ds max 2012 - I have to model my department's building.
I've read so much about modular modeling and have been to so many places like polycount and epic games forums threads, not mentioning solid
research in 3ds max and even Maya for better lightmap UV snapping.
So, my problem are those strange spots (not seams, I already know how to handle them):
http://imageshack.us/a/img515/474/screenplamy3.png
http://imageshack.us/a/img571/152/screenplamy2.png
http://imageshack.us/a/img6/3513/screenplamy.png
The scene is setted up with some bricks from my package and default point lights.
I know that previously there were people asking about the same; I've read replies to their topics but nothing helped.
That's absolutely sure - the spot generator is Ligthmass. Turning it off would solve the problem in a simple way. But then,
I would have no lightmass, and therefore - no coolness in my work.
Here's the list of things what I've been trying to do:
UDK
- Turning GI / AO in scenes
- Playing with shadows exponent
- Inserting other types of lights
- Rebuilding scene in new blank maps
- Keeping high lightmap resolution (512)
3dsmax:
- Taking care of good mesh
- Setting smoothing groups like 0,1 or 0,0 + auto Smooth
- Setting GFX mode from Nitrous to DirectX with Qualified normals ON
- Checking normals with 'edit normals' modifier
- Using FBX pipeline with smooth groups, tangents and binormals etc. and
making sure to check "explicit normals" in UDK importer
I've spent a lot of time trying to resolve this and now all I have is just the feeling of resignation and sadness.
Is there any solution for spots problem?
Comment