Now I'm done with my Uni course I decided it would be a good time to really get to grips with the UDK, I also wanted to make better use of some of the work I produced at Uni. I originally wanted to produce the Uni work I am experimenting with in UDK in the first place, but as it was a group project I was outvoted. This is a bit of an experiment to see how it could have gone if we had utilised UDK.
I've spent the last week or so getting my first set of assets in and getting to grips with the whole asset importing process, and some very basic level stuff. Here's a pic just to pretty the thread up, but it's not a lot to show just yet.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/testhouse_complete.jpg]
I have run in to a few problems already, and it would be great to get some advice as to solutions. A couple are probably down to lightmap/lightmass issues, but I've expended my limited knowledge and my searches turn up blanks. Firstly I am getting odd shading on the edges of my road modules. These go away if I delete the undersides of my mesh in max, but I'm not sure if that's a good practice, most similar Epic assets I looked at are all sealed meshes. They get worse if I reduce the lightmap scale, but I don't think padding is the issue as I have large spaces between islands on my lightmap UV.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/module_edgeshadows.jpg]
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/roadpiece_lightmap.jpg]
Secondly what's up with these odd blobs in my shadows? I've tried making a completely new lightmap, even an auto-generated one but they always end up there. Changing the lightmap scale does little to help here either. This was with a production quality compile too.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/shadow_blotches.jpg]
Similary to the first 2, with this problem, I'm sure there's something simple. The problem appears to be down to how I've UV'd my modules, the shading errors appear where the islands of my UV's are rotated and flipped differently on most assets. Does UDK not like you doing this? I guessed not, but then on other assets, such as the corner pieces of the portico it seems to be in-editor rotation causing the issue.
[Blocked Image: http://i12.photobucket.com/albums/a214/jenno_bing/normalmap_shadowartifacts.jpg]
The first shot I showed has normal maps disabled on all the materials that show glaring errors, but I'd quite like to be able to use them ![]()
Any input or suggestions appreciated ![]()