Hi there,
I have a big issue with self made low-poly art in use with UE4.
I’ve done this nice set of low poly dungeon assets (unlit):
And here, lit lighting build, from above:
In Detail:
So my question is, what the hell is making the shadows so unnatural. I am very disappointed. I put hours in creating these assets and hours in search for finding a solution.
Problems: Shadows, seen on walls, are to “soft”, on the floor you literally see the different tiles because the lighting seems to render for one mesh lighter or darker in the whole part, if near or far to the lightsource.
Also Lamp shaddows are bad…
In Blender, I used this 256*256 Texture for all meshs:
I found out, that if i push the Static Mesh Ligh Map Resolution up, it gets a little bit better, but for massively increasing Lighting-Build-times. UE4 uses a resolution of 4 for my meshes (very low?!?). I overwritten it with 128 and 256. Going over 256 will increase rendertime massively.
Could the small uv-size be a source of this light(map?) problem:
You see, I scaled the uv-bits way down to fit in about 1 pixels x 1 pixels (it is the 256*256 texture from above). Is this texture too small?
I really need some help or some thoughts, were to start finding a solution.
Thanks!