View Full Version : Modular meshes and microfractures

08-28-2011, 07:34 AM
I'm sure a lot of people have run into this - you have two modular sections of geometry, snapped together with verts in exactly the same place ... and yet on the seam between the two modular pieces you get small glittery lighting artifacts.

Is there any way to solve this without actually putting an intersecting geometry seam between EVERY modular piece? What's the secret? How do you guys deal with it? Is it even possible to create seamless surfaces with modular sections of geometry?

I can post images if needed, but its pretty hard to show in a screenshot - in motion its pretty a pretty obvious artifact.

08-28-2011, 07:40 AM
In our engine we have that exact same problem, we solve it by having the game combine and merge verts for all similar pieces (like all wall sections) below a certain poly count when it builds. It also drastically cuts down on poly counts too.

08-28-2011, 09:54 AM
Are you working with a lightmap based engine, such as UDK? If so seams are unavoidable. We discussed workarounds for this problem on this thread: http://www.polycount.com/forum/showthread.php?t=76476

08-28-2011, 11:09 AM
Some good info in that thread, thanks. Confirmed a lot of worrying suspicions though, looks like I'm gonna have to be a bit smarter with seams.

08-28-2011, 11:33 AM
This can help a little, sometimes :) http://www.youtube.com/watch?v=ntx10JMl9f4