I am in the process of creating some models to be put into udk. Its working towards my dissertation experiment and I am very short on time and it seems I have alot to learn :'). I have already created some and the question just popped into my head while I am creating a stair-well. I wish I had asked earlier because it might have saved me on some of the other stuff I have created xD. So..
UDK's lightmass does not like over-lapping UVs. Are those just the lightmap uvs or can I for example at the moment I am creating some stairs can I just overlap the "texture" uv map to obviously save space as you would in a typical model.
So i.e for the stairs I am doing. can i just overlap the "texture/diffuse" uvs (create one stair texture) but for the actual lightmap uvs which I have apperently forgot to do for ALL of my models so far xD unpack and re-pack them all individually. So every stair would have its own lightmap uv space.
Thank you for reading and if you reply thank you in advance
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Also hope everyone had an awesome christmas :P
Replies
Lightmass does not like overlapping on the UV channel that will be used for the lightmap. For example, if you have 3 UV sets, the one that you have assigned in UDK to be used by lightmass, must be the one without overlapping, the others can have whatever they like.
So generally, people create two UV sets, one for their diffuse/spec/etc which can contain overlapping UV's, and one for the lightmap (no overlapping).
You could in some situations, use your diffuse UVs for lightmass if you did not overlap anything in them, and just have the one UV set.
Yeah I have seen that you need to "pad" them out a bit else I could get bleed through or whatever the term was and I also saw about the max and udk 0 and 1 channel mix up as well :P but thank you anyway. I would have been back here asking why it wasn't working :P.
EDIT:
And some more posts about mirroring in UDK on this page.