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#1 (permalink) |
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New Member
![]() 23
- 15
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UDK Mesh turns black after bake..
So I've got this static mesh and all seems fine with the geo and materials while setting up a scene in the editor. But the moment I bake my lights with the settings on High or Production, my object goes black.
The weird thing is that it's only making it 100% shadow. Because in-game, if I shoot it, the light emitting from the gun particles take away some of the black and I can see the material IS applied to the mesh, it's just very dark. Basically, it looks like baking my lights for some reason causes that material to be in complete shadow. And I have 2 UV sets with 2 Materials applied to this mesh and only one of the materials seems to have this problem. I've exhausted most of my ideas of how to fix this.. Can anyone help? Before: ![]() After: ![]() |
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#2 (permalink) |
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New Member
![]() 10
- 16
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show us a screenshot of ur material node, and another one of ur meshes properties, how do u export ur meshes? FBX? ASE? maybe could u upload ur 3d file and ur texture, and i can test in my udk...
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#3 (permalink) |
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Senior Member
![]() 237
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Could be an issue with the unwrap on the 2nd "light map" UV?
Another option perhaps could be to up the resolution of this map in engine. Think its default is only something like 32 pixels?
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
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#4 (permalink) |
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New Member
![]() 10
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yep, thats why ask for the screenshots, to see the id for the uvlightmap and the resolution, and for c if he has some uvcoordinate in the material node... try to put 256 resolution in the lightmap...
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#5 (permalink) |
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New Member
![]() 3
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Hello, guys!
This thread is pretty old, but I have the exact same problem. Maybe somebody found a solution for that... After baking part of the model turns black: ![]() No error massages. UV set for the lightmap is okay. Material: Mesh properties: ![]() ![]() And another strange problem with other mesh... After baking it looks like that: ![]() It's looks like problems with lighmaps UVs, but it's not.. UVs is okay. Meshes imported from Maya as FBX. I'll be really grateful for any help with that problems ![]() |
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#6 (permalink) |
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Senior Member
![]() 166
- 212
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If its turning black AFTER baking your lights, the problem is most likely the lightmap resolution. Use the lightmap density display mode and check the size of the grid it shows. The default lightmap size is very small, and you can easily get to a point where a small part of a larger model is represented by a handful of pixels in the lightmap. Bump it up to something really high like 512 and see what happens when you bake.
That final image with the countertop thing - thats almost definitely a UV problem. Make sure both UV channels are visible inside UDK and that the mesh is using the correct one for lightmaps. Edit: Check normals are pointing in the right direction, too. |
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#7 (permalink) |
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New Member
![]() 3
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Benjammin, thanks for the reply.
I dealt with second problem. I was a really because lightmap resolution. Just forget to enter it after importing mesh. But the first problem is still actual. Lightmap resolution is 512, UV and normals is fine. Just for ensure what UVs is fine I relayout it again and it's not help ![]() |
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#8 (permalink) |
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Senior Member
![]() 166
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Ok, well the best approach to any kind of 'wtf is going on' error is to break it down into its components and look at them separately:
Give the mesh a completely different material, bake lights again (can also try baking at different qualities). Disconnect all maps from your shader and connect them back in one at a time (without any additional multiply/power nodes). Make sure you have the right compression on all maps. Move your lights around. This is by no means a complete troubleshooting list, just all I can think of at the moment. Good luck, I know from experience how frustrating issues like this can be ![]() |
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#9 (permalink) |
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Forum Leader
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I've had that problem exporting from Maya. Double check the normals are facing the right way in Maya before export. Then select the 'export smooth groups' option in the FBX settings. May help.
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