Hello !
I'm trying to make simple modular pieces for use in UDK, but lightmaping is my enemy.
I've read many articles about creating good lightmap UV's but it looks like I lack some knowledge.
Hope you can help me
fbx
http://www27.zippyshare.com/v/25147528/file.html
Replies
http://udn.epicgames.com/Three/LightMapUnwrapping.html
Its a bit hard to explain, but there are those inward extrudations on those walls. You should have that wall as one uv island on your lightmap uv, and not every face of it as an individual uv island. I see not every face of it is individual, but your lightmap uvs are close to this. You should break the uvs just when it must needed to get more continuous lightmap, like on this picture:
But the page that I linked explains this better.
but when it isn't it makes this strange dark spots. (Resolution cranked up to 256)
New UVs (4px padding between islands, streched vertically as said in material provided)
Are there any other tweeks I can do to make it look even better aside from world scale and lightmap size ?
Edit - Actually there is one thing that would make it look a lot better. You can disable the lightmap compression in the lightmass.ini file. The difference is amazing.
Thank you once more !