So guys, is it recommended to overlap UV's in order to gain more texel density for mobile? or might cause of light maps issues when baking light over static meshes?
It generates one if the checkbox was enabled upon import, or in the static mesh editor , and the new setting was applied. You can always just check out if it made a proper one or if it made one at all, by displaying the uv maps in the static mesh editor. The auto lightmap uv generation works nicely, if the first uv channel is properly unwrapped. it can have overlapping and stuff, but if its a total mess then it won't be able to generate a nice lightmap uv from it. What it does basically, is to take the existing channel, and repack it in a non overlapping way.
It generates one if the checkbox was enabled upon import, or in the static mesh editor , and the new setting was applied. You can always just check out if it made a proper one or if it made one at all, by displaying the uv maps in the static mesh editor. The auto lightmap uv generation works nicely, if the first uv channel is properly unwrapped. it can have overlapping and stuff, but if its a total mess then it won't be able to generate a nice lightmap uv from it. What it does basically, is to take the existing channel, and repack it in a non overlapping way.
I tried to overlap the UV's, gained more space for texel density but when I baked lights on static meshes and specifically mobile shader, well it looked so bad and not clean at all, so I unwrapped again without overlapping and the results were by far more decent
You're allowed to have overlapping UVs in your texturing channel, you just have to make your own lightmaps UVs that don't overlap in a second UV channel.
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