I had the opportunity to speak at the Unite 2016 keynote! Unity is making a big effort to make art tools more friendly and as a tech artist that's been my job for many years. My talk is over the new Progressive Lightmapper. They are hoping to have an experimental build out soon here:
http://unity3d.com/experimentalA couple of funny notes. The light baking is so fast that halfway through I have to Clear Baked Data to keep showing the features. The entire level bakes in about 1 minute compared to the current Enlighten engine that takes about half an hour (optimized and on low settings). The quality settings are what I consider first pass, but a shipping quality bake only takes about 15 minutes. I didn't make any of the art in the demo (I'm an animator), but we have an amazing art team at Playful that put it together.
The art tools start at 44:32 and my light mapping talk starts at 1:00:38.
https://youtu.be/h5iBcVYluRsBTW, we are currently hiring experienced environment / zbrush / hard surface artists.
http://polycount.com/discussion/178589/playful-environment-artists-wanted-near-dallas-tx#latest
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You can do this with enlighten already. It's one of the key features that helped my demo render quickly too.
Personally I was really impressed by the animation / cinematic sequencer, that would be so useful sometimes and theres nothing in unity currently to help with that.
It'd be lovely to just say - "Well, our lightmap budget is exactly 2x 2048, so arrange things accordingly kthxbye." .. so fiddly with Enlighten, output size being dependant on a larg-ish number of factors..
Ah, great. That looks like a good addition.. defining areas within the map might be a bit next-level/anal
And yeah, I did read it being possible in Enlighten, but would need to be scripted AFAIR?
Thanks for the answer anyway. The game looks lovely, and congrats on the keynote appearance