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Light Map bleeding issue, even though I unwrapped it properly!

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    #16
    Originally posted by DGUnreal View Post
    Why is the cube shaped pillar using 244 triangles?
    It only requires 2 per side * 6 sides = 12 triangles.
    It is so the vertex painting lines up with the other modular assets.

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      #17
      Originally posted by DGlow View Post
      http://screencast.com/t/o3SnUGbOK
      http://screencast.com/t/63O4GaL8X

      still no seam. 2 together.

      maybe if you sent me just your pillar. uv mapped and lightmapped how you have it (please give fbx not obj)
      sorry about that, here you go:

      http://www.mediafire.com/?818jx8ybqgeurs9

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        #18
        thank you.

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          #19
          Originally posted by X3SB View Post
          It is so the vertex painting lines up with the other modular assets.
          Understood.

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            #20
            Ok i was able to reproduce, and baking on production quality resolved the issue.
            http://screencast.com/t/bmASgvvfhpc6

            you also could create other pieces that fit the areas where you might be duplicating these a lot. Or export them after you've duplicated them, and combine/optimize getting rid of the overlapping faces and merging verts then doing a clean lightmap uv.

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              #21
              Originally posted by DGlow View Post
              Ok i was able to reproduce, and baking on production quality resolved the issue.
              http://screencast.com/t/bmASgvvfhpc6

              you also could create other pieces that fit the areas where you might be duplicating these a lot. Or export them after you've duplicated them, and combine/optimize getting rid of the overlapping faces and merging verts then doing a clean lightmap uv.
              so the only problem was that I need to bake on production quality?

              and I don't entirely understand what you are saying on the second paragraph there.

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