I was always taught to stay low on lightmap resolutions, but this was a very long time ago. I was just curious to see what the industry norm for lightmap resolutions is now-a-days. I usually kept mine under 128px ... is this ridiculous or is this still about right?
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a max resolution of maybe 10pixels/metre in the games i worked on, but whatever you can get away with depending on camera view
I'm curious as to what you mean by a clean/optimized lightmap uvs? I've always thought that an autowrap map was the best way to go, and maybe scaling things down so there was a bigger pixel gap between each shell? Can you just explain a bit more perhaps?
keep everythign unique but get it all into larger chunks, itll help avoid light bleed seams too. you can even stretch uvs a little to fill the gaps better because itll give it more pixel space and minor stetchign doesnt matter, its doing pretty much a render to texture for the lightmap so itll look correct.
1) Take up as much of the UV space as possible. This ensures that you get the most out of your details at the highest resolution possible.
2) Avoid seams at all cost. It is inevitable that you will have seams in every object, but hide them where the player can't see them. Seams make your lightmaps look like crap. With lightmaps, it's better to have some minor stretching on your texture rather then having ugly visible seams that cut up your lighting.
3) DON'T overlap ANY UV's. This will make parts of your object look incorrectly lit.
Automapped UV's don't take any of this into account. It's always better to do it by hand. I usually start off with an automatic projection, but then I change stuff around to suit the object's needs.
Hope this helps!
Well this is completely different than what I was taught but makes more sense. Everyone always told me to just automap the stuff... but I always found the seams kept forming everywhere doing that. So I should use dominant lights? I was under the impression from the 3DBUZZ videos that dominant lights were really only useful for dynamic objects not staticmeshes.