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JolyGrnGint's Avatar
Old (#1)
So i have a tree thet ive gotten into udk but im having a strange pinching problem where my lightmap pinches into the top left corner of my uv space.

http://imgur.com/K1EB0


my lightmap channel in maya looks like this

http://imgur.com/aH2sL

im not entirely sure whats going on with it. ive been trying to resolve the issue for about an hr and a half.
Offline , null, 11 Posts, Join Date Mar 2011, Location Denver, CO Send a message via Skype™ to JolyGrnGint  
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passerby's Avatar
Old (#2)
@James521 shudup bot

@JolyGrnGint

how did you export, and what channel is the lightmap uv;s on and what channel is your texture uv's
Offline , card carrying polycounter, 2,243 Posts, Join Date Nov 2010, Location Halifax, NS, Canada  
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JolyGrnGint's Avatar
Old (#3)
lightmaps are on channel 1. (maya starts at 0). and my texture uvs are on channel 0. Im exporting through FBX.
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passerby's Avatar
Old (#4)
ah all is right there, and i can see from your maya shot there are no overlaps and flipped shells, so that isnt it either.

does this happen with other things you export too udk, like try sending a basic cube in with 2 uv sets.
Offline , card carrying polycounter, 2,243 Posts, Join Date Nov 2010, Location Halifax, NS, Canada  
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lebaje's Avatar
Old (#5)
I had similar pb with 3ds max, just create a new UV set in a new channel. Be sure you change the channel of your static mesh to accept the new one
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Kbrom12's Avatar
Old (#6)
Possibly bringing an obj of your mesh into maya 2011 and giving .ase a shot might be a possibility as well.
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Offline , spline, 195 Posts, Join Date Mar 2010, Location Savannah, GA  
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JolyGrnGint's Avatar
Old (#7)
ya tried both and no go. i auto mapped it in udk and they came out great tho. not as good as doing it by hand but alas ill just have to keep trying to get it to work
"Games are held together by duck tape and bubblegum."
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