@B_P_L Might be a silly question but have you tried making the light brighter!? -if you take the light further away then it will need to be brighter to give the same volumetric effect -esp if you have the inverse square falloff on. Failing that maybe try increasing the lights volumetric scattering intensity. @Obscura…
Here are some shots of 3 out of the 4 environments we are planning for Hero forge. We used a simple RGB multiply in max to check our lightmaps. *huge thanks to www.handpaintedtextures.com. That man saved me hours of work on the town scene. I took his modular medieval home texture and created my own from it* Heres how we…
I have been making a lightmap generating system for Unity for the last few days and I figured I should release something before I get bored of it and forget about it like so many other things. Heres the basic fetures: -Render only the objects you want to by selecting multiple objects or groups of objects and do a batch…
It's looking better, I think that's just about as good a result as you will get on that front panel while still mirroring it. That link works for me strange... well here it is in long form: [noparse]http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/[/noparse]…
Is it possible to use custom lightmaps in UDK? I'm just getting started with it, and I have assets that have hard edges in the model that are cancelled out by the normal map so that they are smooth for the final. However when baking lightmaps in UDK those hard edges get picked up again and it looks pretty crappy. There are…
Maybe I'm getting my hopes up, but does that mean you can continue to work on things like materials while UDK lightbakes in the background? Because that would be fantastic. I understand why they kept lightmapping in, the performance gains are still pretty substantial albeit with diminishing returns as the years go by. You…
Hi all, so im making a railing for balcony, its round and have poles under it. Now i know for lightmas to work proper mesh have to be closed and proper lightmapped UVs are required. But given the task i think its just too much poly for a railing system in balcony which players wont even notice that much while running…
Hi, double side geo might not always be the option. Lightmapping is a nightmare to begin with and like you said you have quads stretched out meaning that Unity lightmap might be stretching it even if you are seeing squares in bake view, it will be screwing things up regardless. You should try and model those planes with a…
[ QUOTE ] sniper who can kill you from 500 yards or guy with a big toothpick who can kill you from 5inches... hmmm.... guns. if you'd said LIGHTSABRES...no contest... [/ QUOTE ] lightsabres ..... soooo passe so are guns. nothing beats a daito and wakizashi combo.
You have to make a separate UV set for lightmaps in 3D modeling software. All your UV borders should be snapped to the grid to prevent light bleeding. You have to setup your grid according to your lightmap resolution (try to start with 1/64 = 0.015625). You have to get at least 2-4 px of padding between UV shells to remove…