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Old 04-10-2008, 04:48 PM   #41 (permalink)
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WesleyTack's Avatar
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it's the lightmap seam I think, just weld those parts (i'm pretty sure that's where they split up now in the UV channel. If that's fixed it should be a smooth shadow.
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Old 04-10-2008, 10:30 PM   #42 (permalink)
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There aren't any seams there, so I don't think that's the problem. The lighting worked fine if being thrown from the opposite direction, and the hard shadow edge actually jumped from poly to poly as I moved the lights.
After a long and heated discussion with the Unreal Engine we came to the conclusion that we do not like each other for the time being.
I decided to just go for Doylle's viewport shader instead of Unreal seeing as how it gave me less trouble and generally looked better for this project.

Deadline is sometime today, and I'm not really sure if I'll be awake or not when the competition ends, so I'm just going to go ahead and submit this thing and call it done. (I'm terrible with time zones :P)
I really enjoyed working on this project, and I am certain that this isn't the last little scene I'll be slapping together.
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Old 05-10-2008, 06:25 AM   #43 (permalink)
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Loving this work, the textures are absolutely gorgeous and the room feels very atmoshpheric

On the shadow problem: Might be a stupid thing to ask but, does the table have two unwrap channels?
Assuming you used 3ds max for this, did you give the table two identical unwraps but in different channels?
objects imported into the unreal engine need a separate unwrap channel to render shadows on the object properly. You also have to set this in the object properties, where you set the lightmapscale tab to use channel 1 (channel 0 is channel 1 in max, while channel 2 is channel 1, etc)
Stupid thing to ask but, well, I had the same problem, and having two different channel unwraps fixed it for me. I think the unwrap for the lightmap channel needs to have all it's seams welded too.
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Old 05-10-2008, 11:26 AM   #44 (permalink)
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Hi mate,

I think that the problem is possibily that you are using realtime/dynamic lights and shadows rather than baked lightmaps. I dont have massive knowledge of the unreal engine, but i have seen this problem before. Unwraping each asset with unique uvs in a different channel will allow you to render lightmaps, in unreal and that might/should fix the problem.

Link to hourences lightmap tutorial...

Hourences' Community Site - Books - Tutorials - Jobs - Textures

Good work though!

Cheers
Chris
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