Just had a quick question on light maps for tiling textures. My question is do the light maps for the tiling textures get created the same way they would for are regular game asset? Since tiling texture usually expand outside the 0 to 1 space in the UV editor, I wasn't sure if my light map had to stay inside the 0 to 1 space like it would a normal asset light map. Thanks for any help on the subject
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For lightmap UVs you don't have to worry so much about UV distortion, so you can stitch more shells together to try and avoid seams which can sometimes give you artifacts.
If I were you I'd set the model up two ways--one with lightmaps respective to material, and one with a "global" lightmap with all of the objects combined into one. Then bake and see how it works!