I've been using UDK for a little while now and I going through
Lightmaps at the moment
I understand that Building Lights in UDK Is Baking your lighting and shadows into the scene
And Lightmass calculates light bounce from objects
BUT I don't understand Why UDK needs a Lightmap (In my case a 2nd UV Channel in Maya) for each object and Unity Doesn't.
Any explanation between the 2 would be great
CarlK3D
*And when I say "Need" I mean it looks far better with a Lightmap on objects
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As for why one looks different to the other without lightmaps, I guess that's down to the shaders they use, probably. I heard something a while ago that UDK uses some shorthand lighting method by default that's supposed to work with lightmaps (could be why you say it needs lightmaps?).
I didn't now Unity had a Generate Lightmap UVs but if what your saying is Both use lightmaps then I guess that answers my main question.
Another thing, I'm using a Dominant Directional Light as a Sun light and it casts the light & Shadows, However does the lightmap just bake the Lighting Information from the Dominant Directional Light onto the Lightmap UV? I think that's how it work just trying to make sure I completely understand