Hey guys.
I've been using UED for some time now. It's quite a nice editor, sometimes a bit too old fashionable but quite enjoyable overall. However, I'm having a bit of a trouble with lighting. I modelled a few generic modular pieces to block out my level (sidewalks, cubes, walls, etc...) and they look terribly wrong when I throw in some simple lighting. I tried vertex lighting at first but some vertices which share the same exact space look either really bright or pitch black. They are quite tessellated and line up perfectly to each other, so it doesn't make much sense. I know the limitations of vertex lighting, I just wanted my pieces to be lit evenly ![]()
OK I then proceeded to lightmap those meshes. I also removed some of the loops as they weren't really needed anymore. The problem still persists though and my lightmaps also look pretty bad, with seams visible in some places and other places being lit correctly. Here's an screenshot of the lightmapped version:
Blue = Happens in the vertexlit version | Green = UVs problems
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_01.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_02.jpg]
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_03.jpg]
A montage showing the UVs for the lightmapped cube and the same meshes prepared for vertex lighting only. At first I thought the lighting artifacts on the cube was due to the seams being too close to the UV's borders so I scaled them down a bit and they still look the same in the editor.
[Blocked Image: http://www.thiagoklafke.com/misc/temp/unreal_lighting_problem_04.jpg]
Does anyone know how to work around this?