I see, but what if you was passing this onto someone else that would place it in UDK, and they had to "build" the environment in a sense? wouldn't that make their life difficult if you wasn't working to the grid? In the scene we are working on at the moment, what should be "on the grid"? Would it be the walls and tiles…
actualy i found that tutorial few days ago and i just finished the modeling part and im preparing for bake ... thanks for the help :) but about the grid and walls resolution can you explain it a lil bit for me , i know what does it mean to snap to the grid but i dont know how to create an environement based on the grid ...…
if you are working with a 16x16 light map, you probably want to turn on grid snapping, and display a 16x16 grid, try just 2 pixels of padding because much more would take up a majority of the texture.
This looks stupid - and you can see if from ground level Short of selecting and manually moving trees do I have any options here? it's not connected to landscape tile boundaries - just looks like they're using a grid based distribution and neglected to deal with the edges of each cell
Thanks for the reply back. The one to one ratio now makes sense to me. Another question I just thought of is how do you stick to the grid with the low poly. Because when I make my high I stay on the grid but when I make my low its slightly smaller then the grid to bake down properly which leaves a gap in between my meshes.