I'm trying to pull lightmap UVs and the lightmass-computed lightmap from one object to Foliage instanced meshes, basically to mimic the Projection modifier functionality in Max. Has anybody tried this before in UDK, or gotten it to work? I've been able to set up world XYZ coordinates as raw UV coordinates on an object, but…
How can I link an object (that should not deform) to a mesh with a morph modifier? So that when I morph the mesh to another position the object follows. I do not want to use skin wrap since this is for non-deformable objects like for example props as opposed to deformable clothes. I tried attachment constraint but it does…
One other benefit you'll see from merging objects in the low poly mesh is reducing aliased geometric edges. Anywhere that you have objects intersecting like this you'll see this kind of aliasing. But if you merge the objects, the seam between them will be anti-aliased in the bake and look cleaner.