


Light map density.


I've made all my light maps with even padding, no overlapping or inverted faces. I made sure the light map density is even throughout the entire scene before exporting. These shadows were a result of having what I figured to be too low light map res. Like around 128. So I bumped everything up so the average was around 500 res. Now my pc won't render so I can't tell if this will have made a difference. I have to be doing something wrong for these shadows to be so crappy in the first place. My original issue with light maps was figuring out if a mesh's light map uvs needed to take up the entirety of the uv space or not. I found out it doesn't because it will throw off the texel density between it and surrounding meshes. Udk will just combine the uvs anyways. Where do I go from here? I turned off light map compression and turned up static lighting to 20 in the world properties. Completely befuddled.
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