Hey guys,
I've been having some trouble with lightmass and complex meshes when combined.
I've tried to import all the building as a fbx and combining the mesh. It's a huge and complex building with lots of little pieces and pillars so it's easier that way. The problem is that when I'm doing lightmaps, not only it doesn't let me create a new UV channel in the Static Mesh editor (been having to do it in max) but it reads the various meshes' UVs as overlapping. The results are consistent with the overlapping.
It's driving me crazy! I've been having to split the meshes into huge chunks and making a simple UV space for all of it. So I need a huge lightmap resolution and still looks bad: Jagged shadow edges, etc.
Any advice or method to tackle this? I can't believe there isn't a simpler way to import complex buildings into UDK and light them.
Cheers!
I've been having some trouble with lightmass and complex meshes when combined.
I've tried to import all the building as a fbx and combining the mesh. It's a huge and complex building with lots of little pieces and pillars so it's easier that way. The problem is that when I'm doing lightmaps, not only it doesn't let me create a new UV channel in the Static Mesh editor (been having to do it in max) but it reads the various meshes' UVs as overlapping. The results are consistent with the overlapping.
It's driving me crazy! I've been having to split the meshes into huge chunks and making a simple UV space for all of it. So I need a huge lightmap resolution and still looks bad: Jagged shadow edges, etc.
Any advice or method to tackle this? I can't believe there isn't a simpler way to import complex buildings into UDK and light them.
Cheers!

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