UE3 - UT3 Trouble with lighting on static mesh

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DerickVonD

New Member
Jan 15, 2009
28
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0
This is my street light i created in max v7 for UT3,
also i made a secondary uv layer to along with it cause
vertex lighting sucks, but the results i got when i built
light sucks even worse, you can see every seem pretty much
i spent a good 4 hours to patch everything together with
minimal stretching and still looks like crap, i have no
idea why its not turning out right. Any support or tips
on how to fix this would be great


here are some pics
http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/street_light1.jpg

http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/street_light2.jpg

http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/street_light3.jpg

http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/street_light4.jpg

http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/street_light5.jpg
 

Anuxinamoon

New Member
Feb 4, 2009
18
0
0
Did you flatten map (auto unwrap) the 2nd UV? Because if its overlapping it will end up with some strange effects.
 

DerickVonD

New Member
Jan 15, 2009
28
0
0
[SAS]Solid Snake;2295019 said:
I'm looking at this image here and even the diffuse doesn't look like it is using seamless UV coordinates. Please post a picture of the UV mapping coordinates you are using for the normal map.

The defuse channel "[channel 1] in Max" was not properly aligned, the secondary mapping layout "[channel 2]" in Max
has a completely different set of cords that are all seamlessly stitched, also the bmps both the defuse and normal
map are also completely seamless.

http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/str1.jpg
http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/str2.jpg
http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/str3.jpg
http://i37.photobucket.com/albums/e51/BrainStorm_wow/Help/str3.jpg
 

Dogger

New Member
Oct 4, 2004
122
0
0
To me this looks like a normal problem (smoothing groups), my only other explanation would be you have stitched your UV's up backwards in some areas.