Cool designs, looking forward to see them translated into 3d. Looks like a good start @Hymil. What's your plan for the edge-treatment? Will you bake from a highpoly or something else? Are you going for some stylization or realistic texturing? Keep it up! I had to give the abandoned place a go. Once again will use Unity and…
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!
Junco, is that the lightmap UV's? you can switch the dropdown to 0 to view your original uv's. If that is the lightmap uvs, its bad to have the uvs touching the borders..it does weird things if they are.
That's perfectly fine. Just remember that if you are also to do a lightmap then those two shells have to occupy individual spaces on the second UV map (thats how lightmaps are done in UDK)
just unwrap each prop into the full uv space for lightmaps, udk will actually choose the appropriate map size, and it will make a texture atlas out of hte lightmaps of multiple meshes on it's own.
Well I haven't fiddled with the lightmaps yet, so I believe they're at their default (32). I'll try to fix what Snader said and after that I'll start experimenting with the lightmap.
Is it your terrain lightmap resolution? I'm sure you've probably tried that already and it doesn't look like that's the problem, but Ive had shadowy weirdness on terrains before upping the lightmap res.
You can simply render out a GI lightmap from max and add it as a multiply layer over your diffuse map, will give you the same result as actually applying a lightmap.
Not much to show this week. spent most of the time creating lightmaps, tweaking lighting and getting base materials on assets. Next week il probably continue with the lightmapping and hopefully get rid of those blockout dryers :)
Check that your lightmaps don't have any overlapping faces and that they are high enough resolution. Also, give each piece it's own lightmap UVs if you haven't already, even if they share the same UVs for textures.