Hey guys, I'm kinda new to 3D, been studying for a couple of months, and I'm starting in UE4 now, and lately I heard about light maps, and that's totally new to me. The main points that I've captured about it after watching a few videos were: can't have UVs outside the 0-1 space, the UVs should be separed were there are hard edges, and also that it should have proper spacing between the UV shells, and that's the part were I'm having trouble to understand. Let's say I have an object with UVs that are already filling almost the entire 0-1 space, like this:
If I create a second UV channel for my light map, and cut the UVs in the hard edges, if becomes like this:
So when I cut the hard edges for my light map, there are not enough space between the shells, considering that light maps are really small compared to texture maps, is this kind of spacing gonna be a problem? If so, what can I do to work around this problem? Thanks in advance
Replies
You might be overthinking this though. If no UVs are overlapping or mirrored in your first UV channel just duplicate that. If you have UVs that are overlapping or mirrored, duplicate, then repack so they don't. Only cut the hard edges where it looks wrong.
Have a look at this document from epic:
https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html
There's lots of examples in it that will help you understand