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UDK lighting question

  • KoKo5oVaR
  • November 28, 2013 at 8:55 AM
  • KoKo5oVaR
    • November 28, 2013 at 8:55 AM
    • #1

    Hey guys ! noob udk question here i guess


    I have this same object copied several times (very simple stuff with hard smoothgroups) but as you can see in the picture bellow, it doesn't seems to light the same in udk depending on it's position (or instance ?). There is no lightmaps baked on it, but it's there even if i bake one.


    Do you have any idea from where it can come from ?


    [Blocked Image: http://s28.postimg.org/yb7z24ab1/lighting.jpg]

  • e-freak
    • November 28, 2013 at 9:14 AM
    • #2

    awesome solution


    more serious: you have a wireframe of the object or any dynamic lights in the scene?

  • PogoP
    • November 28, 2013 at 10:46 AM
    • #3

    Strange that you're getting this even before baking lightmaps. I normally only get that after I've baked lighting.

  • KoKo5oVaR
    • November 28, 2013 at 11:15 AM
    • #4

    Great idea Efreak but that's too late, the mesh is pretty simple, basically i also get that with simple modular planes (????)


    The bleeding is an issue chainsaw, but i'm getting that before even baking something; so that's what is weird.


    Oh and i'm using ASEs as meshes? maybe something coming from that ? :/


    Anyhow thanks a lot guys!


    edit: that's what i get after baking, if you forget the bleeding errors maybe it has something to do with the meshes not having any direct lights on them ? i dunno


    [Blocked Image: http://s8.postimg.org/mady9tjf8/udkshadows.jpg]

  • Pampers
    • November 28, 2013 at 11:23 AM
    • #5

    might be your normals, try to use fbx instead, ASE is old and not really supported anymore iirc

  • PogoP
    • November 28, 2013 at 11:24 AM
    • #6

    Weird.


    One thing that worked for me when I was baking models such as these, is aligning the edges of the UV unwrap perfectly to the grid. So 0.05 on the left hand side, 0.95 on the right. 0.05 on the bottom, 0.95 at the top. Try doing that, you have to be very specific.

  • knj
    • November 28, 2013 at 12:12 PM
    • #7

    can't see last shot, but don't use ASE, use FBX it's better even with face/vertex normals, which could cost you this trouble

  • KoKo5oVaR
    • November 28, 2013 at 12:21 PM
    • #8

    Thanks guys i'll try !

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