Hey. Whenever I bake out a lightmap in Render to Texture in 3dsMax 2009 using the Advanced Lighting setup i get pixel-sized tiny red dots spread out randomly in the finished baking. The models lowpoly shell and projection cage is finetuned and these spots seem completely random out-of-control like? Any know about this?
Hi I need software that can bake a lightmap as a texture that I can export. something fast and simple; it doesnt need to be very good quality. Why? I need to do some "de-lighting" of a scanned 3d model - incase you dont know, that means capturing the environment of a 3D scanned object (usualy as a panorama), and applying…
Hi all! I'm having this problem with my lightmaps in Unity 5. I keep getting this speckled result with some passim black spots and highlights. The realtime shadows looks much better. Why can't it get a similar result with the static objects? Or better? I remember I used to have resembling problems with Unity 4 as well. But…
I've made some very, very basic modular wall pieces and plan to paint in a lot more detail in using vertex painting (hence the high poly count on one side of the meshes) but I'm running into hideous problems after the lighting has been baked. Anybody recognize the issue here? I'm wondering if it has anything to do with the…
Where ever there is a seam on the lightmap UVs, it's possible there will be a seam in the lighting. Typically stretching is a lot smaller issue than having more seams, that's why people stitch together as much as possible. 1024 is fine for an entire building, the Unreal Engine will automatically switch between higher and…
Ok so this specifically refers to the port of quake to the DS (http://quake.drunkencoders.com/) the engine itself creates Vertex lighting based on the original lightmaps that quake itself used. Problem being that the results are quite fugly. i'm trying to think of a way to combat this and not produce too much of a…
Just wondering if in UDK I can set more than one channel (other than channel 1) specifically for lightmapping. I have a detailed prop with multiple elements and don't want to unwrap all of it into one channel and have low resolution shading. Wanted to know if there is a way to do this or a different solution. Thanks. :)
Have a diffuse and lightmap that I want to test together in the viewport without having to keep rendering it with RGB multiply etc. Tried using the lighting.fx under directX and it screws up the mapping on the diffuse even though it's set to correct channel. Tried Doyell's shader from game-artisan, doesn't work with my…
Hey, just been wondering if there is a feature in Lightwave which lets me make colored UV maps (A la 3DS Max) or some sort of plugin which will let me export colored maps, it's really useful for people who are texturing for games so that they know where to put the highlights and burns. Thanks, Chris
hey all, I'm making lightmap UVs on the #2 uv channel. then if I collapse the modifier stack and try to add an new uv modifier, select map channel 2 and hit Edit, it shows my channel 1 uvs again - even though i know they are different. anyone know what i'm doing wrong?