Hey Guys…
I have a general question about light maps in UE4.. I would simply know how important they are? Is there a need to make them really proper? I mean when the space between the UV Islands is to low etc… they cause lighting problems but is there a need to stich some of the UV islands together for better results etc ? I mean it is a totally nerving work which wasn't necessary in the cry engine….
Just forgot one thing, is a light map resolution of 512 or 1024 ok for a big building in UE4 ?
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I created them the way you wrote, simply in the second UV Channel by flatten mapping etc…
What about the light map resolution in UE4 i set it for big buildings to 512 or 1024 its that ok or to much? reducing the light map resolution results some lighting issues...
1024 is fine for an entire building, the Unreal Engine will automatically switch between higher and lower resolution versions of the same lightmap to save memory.