KoKo5oVaR Posted November 28, 2013 Report Share Posted November 28, 2013 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 ? Quote Link to comment Share on other sites More sharing options...
e-freak Posted November 28, 2013 Report Share Posted November 28, 2013 awesome solution more serious: you have a wireframe of the object or any dynamic lights in the scene? FMPONE and KoKo5oVaR 2 Quote Link to comment Share on other sites More sharing options...
PogoP Posted November 28, 2013 Report Share Posted November 28, 2013 Strange that you're getting this even before baking lightmaps. I normally only get that after I've baked lighting. KoKo5oVaR 1 Quote Link to comment Share on other sites More sharing options...
KoKo5oVaR Posted November 28, 2013 Author Report Share Posted November 28, 2013 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 Quote Link to comment Share on other sites More sharing options...
Pampers Posted November 28, 2013 Report Share Posted November 28, 2013 might be your normals, try to use fbx instead, ASE is old and not really supported anymore iirc KoKo5oVaR 1 Quote Link to comment Share on other sites More sharing options...
PogoP Posted November 28, 2013 Report Share Posted November 28, 2013 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. KoKo5oVaR 1 Quote Link to comment Share on other sites More sharing options...
knj Posted November 28, 2013 Report Share Posted November 28, 2013 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 1 Quote Link to comment Share on other sites More sharing options...
KoKo5oVaR Posted November 28, 2013 Author Report Share Posted November 28, 2013 Thanks guys i'll try ! knj 1 Quote Link to comment Share on other sites More sharing options...
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