I've been having some trouble bringing speedtree models I've been working on over into Ue4.
I'm using Speedtree Games-Indie, and specifically the photogrammetry+texture blending tools to merge a trunk with procedural branches. I finally got it working well in ST but when exported to UE4 and lighting baked, I get some weird shadowed seams where the blend should be meeting the branch/trunk.
I'm trying to figure out if it's something about how the blend or maybe baked AO is handled in the vertex colours, but coming up short, especially as the seam materials only seem to be for the rectangular bands, not the whole zone.
I'm using Speedtree Games-Indie, and specifically the photogrammetry+texture blending tools to merge a trunk with procedural branches. I finally got it working well in ST but when exported to UE4 and lighting baked, I get some weird shadowed seams where the blend should be meeting the branch/trunk.
I'm trying to figure out if it's something about how the blend or maybe baked AO is handled in the vertex colours, but coming up short, especially as the seam materials only seem to be for the rectangular bands, not the whole zone.
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