Hey guys, I have this level I'm building as part of uni project, it's due next week so I'd really appreciate any help!
I'm having an issue of different lighting, or seams between floor pieces
Here are pics to better explain what's going on
I made a second UV channel for each of the pieces, the small tiles have resolution of 64, the big ones have 128. Also, for the material I'm using WorldAlignedTexture, if that matters.
Please help!
Replies
Got one question though, for lightmap UVs, should I follow same principles as of UVing for textures just with the addition of snapping the edges to grid lines based on target resolution and to leave more padding between each shell? Things like, even texel density across shells, relaxes as much as possible etc. ?
As you can see in the image below, it's quite large, and I had to crank up the lightmap res to 512 in order to get decent shadows. But, I wanted to ask. Is this the best way to go about this optimization wise? It also seems to defeat the purpose of modular construction for me but hey I dunno, I'm new to all of this