I'm using 3DsMax 2012 and exporting to FBX.
If I have an object that I've unwrapped to use eg. 512x256, UDK seems to make it 512x512 no matter what.
Is this something you can change somehow?
It seems really inefficient when thinking of Lightmaps, since it doesn't really need that extra 256 pixels in the height.
Replies
UV0 having a normal 1:1
UV1 having 2:1
You can't.
Really the lightmap may not. Need that high of res anyway. Try it as a 256^2 maybe?
That being said I'm having some problems figuring this out.
If I have a texture that's 512x128. Then I need to unwrap the object so that the UV's take up 1:1.
If I make the UV's take up 4:1, then I need to make the texture tile 4 times in UDK, making me get the same end result.
So I either need to make the Texture 1:1, resize in UDK and I can get a 4:1 light map.
Or make the texture 4:1 and the lightmap becomes 1:1 in UDK.
So yeah you'll have some waste on the light map for that particular asset. Is it really worn significant rework and stress to save a few Kb of texture size?
also. if you're using a tileable texture on a mesh.. meaning no unique uvs.. its ok to go outside 0-1. so if your first UV channel has a texture that would "fit best" in a 4:1 uv space.. leave it as 1:1.. it'll tile on its own. then keeping your 2nd uv channel 1:1 and fit objects where you can. break it if you need to. rule of thumb.. with tileable textures applied to meshes, always keep 1:1.