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Staticmesh Lighting problems at texture seams

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  • replied
    These exist, as discussed above.

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  • replied
    I know UDK sometimes causes lighting errors of you don't have two uv channels one for diffuse and one for shadows. Idk if that helps or not.


    IGN: CoasterSky

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  • replied
    Nathaniel, this also happens with the assets you imported:

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  • replied
    Now I have a related problem:

    When I place the mesh in the map it's all smooth:


    When I build lighting it starts having sharp edges and the lighting is not pretty anymore:


    Any idea why this happens and how to prevent it?

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  • replied
    Thank you a lot!
    I'm really relieved now!

    I could compare what is different and noticed when I use your normalmap in my material+mesh it works right.

    I found out: I have to set the compression settings to "tc_normalmapUncompressed" DURING import. Changing it afterwards doesn't solve the problem! I guess I did the recompilation wrong that chosker was talking about. How should this recompilation be done? It was not about recompiling the material but the normal map texture.

    Thanks Nathaniel! <3

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  • replied
    OK, sent you the key. I think that should work now.

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  • replied
    I got it, but the download website asks for a key.

    I'm super curious to see it!

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  • replied
    I think I just PMed you back with a link to download the upk file, but I don't see it in my sent messages. Let me know if you want me to send it to you again. Good luck with the import. That was a really strange problem you ran into.

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  • replied
    Click image for larger version

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    Dude, I don't know what went wrong for you, but it worked first time for me. I just imported the fbx exactly as you sent it. (This particular instance of static mesh is scaled up 20x though.) I went into Photoshop and quick exported the psd files as png, imported them, and plugged them into the material. Nothing special there:

    Click image for larger version

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    I built the lighting on medium quality and I think everything turned out OK.

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  • replied
    Nathaniel, no, I'm not fluent enough with max to do that.

    I'm sending the file to both of you now via private message.

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  • replied
    btw multiplying with 1,-1,1 wouldn't do it either. if it's indeed a flipped channel problem, the right one would be leaving R and B as they are, and using the OneMinus for the Green channel only

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  • replied
    after changing the normalmap compression did you rebuild the shader? usually it's needed as well (unless, like I said, you use a NormalParameter instead of a Param2D)
    if you upload the files somewhere I could also take a look myself, anytime next week

    @Nathaniel: it's probably not a high-lowpoly baking problem either, as it happens with a purely neutral normalmap as well.

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  • replied
    I'm not at my gamedev computer right now. But if you want to host the files somewhere and then PM me with the location, I can take a look after work.

    Did you also rebuild the normal map from the high-poly version?

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  • replied
    Could I send the model and files to someone to look into it?

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  • replied
    No, empty normal map changes nothing about the problem.
    0,0,1 "fixes" it, because it removes the normal. Not using a normal at all also "fixes" it, but it looks bad without it.



    And I tried what you just said:



    The modeler does his stuff in maya. I tried loading it into max and exporting it from there, but it changed nothing. Same result.

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