Announcement

Collapse
No announcement yet.

Lighting / Texture issue

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Lighting / Texture issue

    Hi,

    So basically I have created a static mesh and unwrapped it and imported it into UDK. Now I am starting on Normal mapping and Texturing.

    But I am continually hitting brick walls when something I don't understand happens.

    The most recent thing being this.



    I have 4 Point lights near the top of this lamppost. With a diffuse texture that i lightened up a great deal to see if this still happened. Which it did, So now I have this mapped imported static mesh that has a couple of really dark areas that i cannot explain. Any Ideas?

    #2
    are you using lightmass?
    are you using defaults for the lights and world info properties?
    have you prperly created the material in the material editor?
    can you provide a snapshot of the material "net" that you created?

    Im new to importing static meshes as well.

    Comment


      #3
      Lightmass is on. They are default lights other than slight change to the brightness I believe. The material was created and I had spec maps and normal maps apple but the only part that was bumped was around that dark area. So I figured it might be that. But after disabling everything but the diffuse it has stayed like that. Despite the diffuse all being quite bright. I will get an image of the UV map up in minute. It is also all 1 smoothing group if that helps

      Comment


        #4
        One thing that also happens is in 3DS max. When the model is rendered from a low angle.



        The colours look fine, but from a side or top angle it goes jsut like in UDK.



        So I am thinking this might be a Lighting / Shadow problem? Possibly to do with the smoothing group?



        This is the Un-wrap

        Edit: The actual unwrap is rendered out at 2048x2048 by the way.

        Comment


          #5
          Right OK, It's gone. I changed the smoothing groups and now it appears as it should, I feel a little stupid for not thoroughly checking that, but hey now the solution is around.

          Although I am not sure as to why this happened? Can anyone elaborate on that?

          Comment

          Working...
          X