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Lightmap 2nd UV Channel(UT3)

ajr2764
polycounter lvl 10
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ajr2764 polycounter lvl 10
Hey guys. Im just finding out about how to crete a 2nd set of uvs where there is no overlap for use for lightmapping a static mesh. My question is what rules apply to laying that 2nd set out? I posted below the normal set of uvs where I use overlap, 2nd uv set where I isolated all the uv shells but havent yet got them in 0 to 1 space, and then I scaled it all down and fitted them. Does the amount of space they take up in the lightmap set matter, or is it just determined by the lightmap res set in the engine?

Thanks.

Normal Set of UV's
Staircase_NormalUVs_Mapped.jpg

Lightmap Set, not mapped yet
Staircase_LightmapUVs_Non-Mapped.jpg

Lightmap set, mapped
Staircase_LightmapUVs_Mapped.jpg

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