Pun in the title aside; This is the current environment I'm working on. Its based on this beautiful resort a friend visited a few months back and I was so taken in by the architecture and style, that I just had to work on something similar.
This is the original block out-
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Here's my current level with most objects modeled and set in the scene with a 1st pass on lighting-
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Speaking of which I'm currently have errors with the light map bakes in the level. I'm getting a powdery effect towards the far corners of the room. Almost as if its not sampling enough or something. I've tried-
1. Increasing lightmap density resolution.
2. Increasing num of light bounces, indirect lighting quality and turning down static lighting level scale to 0.5, but it didn't fix this.
Any suggestions?
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Thanks
Replies
Already looks good, could you maybe show your lightmaps UV? Maybe its some kind of bleeding, the easy solution would be to use higher padding for the UV 2. Lightmap resolution always help obviously but its highly related to the perf you want to reach. Keep it up!
Roughness and AO is off the charts lol
I'll post more once I have a better light map build. Currently I'm averaging 3hrs per light map build
Artstation Post: https://www.artstation.com/artwork/WDZwv
Quick video render I made using Sequencer....
Images: