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

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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

    Leave a comment:


  • replied
    thank you.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by X3SB View Post
    I didn't mean faces as in polygons, I meant face in a more literal term, each 'side' of the object was unwrapped and got its own island.

    Sorry for the misunderstanding, please don't attack me next time...


    Edit:

    Also, you can see my unwrap in the post you quoted, and you can see that what you said wasn't the case. I would also like to add that this is my first time unwrapping for light mapping, I'm obviously not going to be a pro at it the first time, that's why I'm doing it on a personal project: To get better at it. So I can be good when if I walk into a studio. And that's why I'm on this forum, asking for help.
    lol I wasn't "attacking" you or trying to come off that way, sorry if it seemed that way.

    What you want to remember when making your lightmap Uv's for games, is to stitch everything together as much as possible. Try to have a little seams as possible in the UV map by stitching all your islands together. Depending on the model itself, it may be impossible to stitch every boundary edge to another, so try "hiding" seams by placing them somewhere the player will never see, like under the mesh, behind it, above it, etc. The main thing to remember is to not have a ton of seams everywhere; you want to make your UV layout as continuous as possible. Hope that helps.

    Leave a comment:


  • replied
    Why is the cube shaped pillar using 244 triangles?
    It only requires 2 per side * 6 sides = 12 triangles.

    Leave a comment:


  • replied
    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)

    Leave a comment:


  • replied
    Originally posted by DGlow View Post
    Found the pillar you used in your screenshot. i just did a quick automap for the lightmap uvs. Yes that's right jak lol. I DUN IT.

    however i still didn't notice the issue you were having.

    http://screencast.com/t/U8okj7DqH0a0
    Well the issue is when you have multiples of the pillar next to each-other to make a wall.

    But what is the issues? Your lightmap unwrap looks very similar to mine.

    Leave a comment:


  • replied
    Found the pillar you used in your screenshot. i just did a quick automap for the lightmap uvs. Yes that's right jak lol. I DUN IT.

    however i still didn't notice the issue you were having.

    http://screencast.com/t/U8okj7DqH0a0

    Leave a comment:


  • replied
    your obj is a lot more than the issue you pointed out in your first images. So i created my own test mesh to try and reproduce the issue but was unable to.

    http://screencast.com/t/GIFJIjA9JK

    http://screencast.com/t/fMcleqfkB0PR

    Leave a comment:


  • replied
    Sorry for the wait... Here you go:

    http://www.mediafire.com/folder/a8j2...4lb/wallassets

    Maybe if you get it working, I can learn from you!

    Leave a comment:


  • replied
    I didn't mean faces as in polygons, I meant face in a more literal term, each 'side' of the object was unwrapped and got its own island.

    Sorry for the misunderstanding, please don't attack me next time...


    Edit:

    Also, you can see my unwrap in the post you quoted, and you can see that what you said wasn't the case. I would also like to add that this is my first time unwrapping for light mapping, I'm obviously not going to be a pro at it the first time, that's why I'm doing it on a personal project: To get better at it. So I can be good when if I walk into a studio. And that's why I'm on this forum, asking for help.

    Leave a comment:


  • replied
    Originally posted by X3SB View Post
    Hey everyone, I have a problem with my light maps!

    Here is the issue. I make my modular object, and I give it a second UV channel, for a light map. To my extent it is unwrapped properly, every individual face is its own island, and there is plenty of marginal space, too:

    [ATTACH=CONFIG]12781[/ATTACH]

    So it should work, but when I bake the lighting, I get a shadow on the edge of the asset.

    [ATTACH=CONFIG]12783[/ATTACH]

    I don't understand, why! I found a trouble shoot page and it showed the exact same issue here, but it says the problem arises when you have no padding, or overlapping UV's, and I have neither.

    So what is the problem, then? I know my object is texture unwrapped odd, but that shouldn't have anything to do with it, right?
    you just answered your own question...

    you have seams in your lightmap because you unwrapped your lightmap UV set improperly. I don't know who told you to make sure each individual face is its own island- that is wrong and if you walked into a game studio and did that, your art lead would chew your *** out. You're NOT supposed to make your lightmap UV faces individual islands; there's no mystery here...

    Last game project I worked on, the outsourcing studio had interns or something just hitting auto unwrap in Maya for the light map UV's, literally f***ed up the whole game, we had to stop everything we were doing and redo the lightmap UV's on hundreds of assets. I wish people would learn once and for all how to lightmap properly, it's not hard. Sorry, rant over.

    Leave a comment:

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