I don't know Unity, it's a static light (with a lightmap build) or only dynamic light ? With Unreal, this error can be a bad UV lightmap or an bad light setup.
No just using diffuse and lightmaps. The textures sometimes look kinda funky to work with the strong colors in the lightmap so it's alot of tweaking textures together with tweaking lights.
Bit of an update. Unlit. Need to make uv sets for lightmaps. unbuilt lighting Plenty more work to be done. Finishing lightmaps next and then another texture pass.
I think he wants lightmaps and play with exposition, which sounded like 32 bits lightmaps to me. idno Look at turtle render to ease the process in maya, cool tool.
I've been wondering - if I have 2 different UV sets (one for texture, one for lightmaps) will the one for lightmaps affect vertex count too? I think it should but I'm not sure... Can anyone clear this matter for me?
With that low of a hardware spec, you'll get the most bang for the buck if you go with no lighting at all, and put all the lighting in a lightmap. Here's an example. http://wiki.polycount.com/LightMap
Looks like your lightmap resolution is just too low. Select the BSP surface, press F5 and divide the lightmap resolution by two (lower number = higher res for BSP), and rebuild lighting.
Are the walls BSP? You might need to crank the lightmap resolution (double click on a surface) which IIRC is actually the units between the lightmap texels rather than a resolution figure.
Hi guys, I'm improving a previous project for my portfolio and just thought I would post it up on here to get critiques. I know there are lightmapping issues because i have removed the lightmaps for now so that I can re-do them.
Im baking a lightmap and AO. I made a quick test and whatever the complete map is seems to work as expected, I guess I'll just edit the lightmap in Photoshop. Thanks for the help!