I know this has been asked be4. I did a search but the solutions are not what I'm looking for. I have a real nasty problem here.
Some meshed dont lit well (they are very dark) and some static meshed are very bright. I create all my static meshes with 3ds Max and use the same modeling technique/workflow on all meshed.
While searching I found out that Unreal uses vertex ligning on static meshes... :O I really supprised me that such an advanced engine uses a very simple way to light static meshes.
What is the reason why a mesh is to dark/bright. When I create a mesh I wanna use it several times in a map with different lightings and stuff. I really hope they fix this (and other bugs/flaws) in the next Unreal Engine/Editor.
Some meshed dont lit well (they are very dark) and some static meshed are very bright. I create all my static meshes with 3ds Max and use the same modeling technique/workflow on all meshed.
While searching I found out that Unreal uses vertex ligning on static meshes... :O I really supprised me that such an advanced engine uses a very simple way to light static meshes.
What is the reason why a mesh is to dark/bright. When I create a mesh I wanna use it several times in a map with different lightings and stuff. I really hope they fix this (and other bugs/flaws) in the next Unreal Engine/Editor.
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