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UDK Lightmap & Shadow Problems Help!

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    UDK Lightmap & Shadow Problems Help!

    Hello guys!

    I'm trying to export a simple wall from 3ds max to udk but when I build lighting I get some messed up shadows on my wall.

    Here are some photos!

    http://i.imgur.com/PUMxckx.jpg

    this is my second UV channel for lightmap with 3px shell padding:^^.

    http://i.imgur.com/Qc6riYA.jpg

    I set the Grid Size inside 3ds max to 0,015625 1/6=0,015625 ^^.

    http://i.imgur.com/goUd331.jpg

    Model inside 3ds max ^^

    http://i.imgur.com/hlnnCu2.jpg

    Inside UDK before bulding the lights ^^

    http://i.imgur.com/IP1efku.jpg
    http://i.imgur.com/AXVQOP5.jpg

    After building the lights. ^^

    http://i.imgur.com/4BRmbnz.jpg

    Lightmap resolution 32 ^^

    http://i.imgur.com/yDtvX2i.jpg

    Lightmap resolution 64 ^^

    http://i.imgur.com/N85oEZP.jpg

    And finally I set the lightmap resolution to 128 but nope it didn't work either. I don't know what I'm doing wrong?

    Any advice would be most welcome!

    #2
    Hi!

    This happens when there is no light, so it makes shadows there. Try putting some lights or a directional light so that the corners are getting light.

    Comment


      #3
      Thanks I'll try it now to see if it works.

      Comment


        #4
        Originally posted by NoahFireih View Post
        Hi!

        This happens when there is no light, so it makes shadows there. Try putting some lights or a directional light so that the corners are getting light.
        If it's default template map then there definitely is light.
        Your lightmap looks good and i don't really think it's a lightmap issue , also it might be lightmap resolution problem , but something around 64/128 should be enough.

        Did you rebuild lighting with production quality ?
        Also not sure about 3ds grid size , but in blender you have bigger grids containing smaller ones so it's easier to unwrap there

        Try detaching faces from each other in model so that they are not connected together and reimport the model , that might help as well.

        Comment


          #5
          Actually Noah's advice did work in some ways but I think the problem is with positioning the light in the scene! Take a look at these photos! I used a Blank map this time. Look at the lights where they are!

          http://i.imgur.com/NwE9XKs.jpg

          http://i.imgur.com/kiyVySe.jpg

          http://i.imgur.com/P0kvSzA.jpg

          Before building the lights ^^

          http://i.imgur.com/AgJvUmi.jpg

          After Building!

          I don't know what is going on

          Comment


            #6
            So disconnecting faces didn't help ?

            Comment


              #7
              I'm trying that now! It will take a little bit of time to detach the faces from each other. I will put some photos here for you to see when I'm done give me 10 mins.

              Comment


                #8
                Allright i think that should help , the faces that are flat should be connected together , but not to the ones on edges , that causes many problems with shadows in modular sets for example.

                Comment


                  #9
                  Yep it did work outside where there is sun but I'm still getting shadow bleeding inside where there is no sun and is dark.
                  http://i.imgur.com/fD9Y08a.jpg

                  http://i.imgur.com/y3luGFm.jpg

                  http://i.imgur.com/R65hYeS.jpg

                  http://i.imgur.com/kyUNQwe.jpg

                  http://i.imgur.com/RGhtIbn.jpg

                  http://i.imgur.com/3xQWUU8.jpg

                  http://i.imgur.com/RgMyZuA.jpg

                  http://i.imgur.com/4llpZDv.jpg

                  Outside ^^

                  http://i.imgur.com/Nm9WTeo.jpg

                  Inside ^^

                  Comment


                    #10
                    Looks much better now , what you marked here can be only adjusted with higher res lightmap i suppose , but it looks good already

                    Comment


                      #11
                      Yes you're right it looks better now and I think it is actually up to a point where the model is accepted to be used inside the game.

                      Thank you very much for your advice Adrenen , helped me a lot.

                      Comment

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