I am confused about how to make these two work together. I've watched tutorials about how to make LOD meshes by deleting geometry within the UV islands but none of these tutorials mentions the lightmap UVs. When I'm creating the LODs my lightmap UVs just become a broken mess. Am I missing something here?
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At a certain distance, most object pretty much either stop casting shadows or stop having shadows cast on them or it's using a ridiculously simple mesh with an even simpler light map.
Unreal uses simplygon and it pretty much makes creating LoDs almost a non-issue. I haven't made LoDs by hand in 5-6 years.
@Mark, thanks I will check it out.
You can share the same uvs in theory but the systems I've used have all batched the baked lightmaps up with other nearby objects into large atlases based on lod level so there's no benefit to doing it
I don't know what ue4 does in this regard so it's probably worth reading up on it.