Hey all!
I'm doing a scene in UDK, and for assets, i'm using Maya. I was making uv's for the shadow, and i was reading it's best if you snap uv's to the grid in uv texture editor.
Like, if you plan to have lightmap size of 128, you should subdivide grid in uv texture editor in maya to 128x128 units.
The problem is, maya has weird way of doing this; you don't set how many units to have, but you rether set the distance between iirc.
So the problem is, it is said if you want to have grid lines for 128px shadow map, you are suppose to divide 1 with 128, but the result is number with many decimal places, and maya just trims some of the result is that grid isn't really correct.
So, anyone has any ideas how to fix this? Tnx.
Replies
But when i close grid options and opened it again, it was set to 0.0078.
Oh well, tnx anyway!
--edited--
It appears it will be easier to do if i use texture of size 128 and use pixel snapping, seems to work fine...
--edited 2--
NVM, i think i solved the problem, tnx for helping!
You might want to have a look at these 4 pages (the first link holds the solution for Maya UV Editor grid settings).
1) Lightmap Density not matching UVs from Maya
https://answers.unrealengine.com/questions/284323/lightmap-density-not-matching-uvs-from-maya.html
2) The MOST important thing about lightmaps !
https://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/
3) UDK: Lightmap UV Layout Techniques & How to Create a Second UV Channel in Maya
http://worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php
4) UDK: Lightmap UV Layout Techniques & How to Create a Second UV Channel in Maya
http://worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php
I hope this helps