Hey guys, over the past month or two me and my lovely partner in crime Oranghe! have been doing some art for a friends XBOX 360 game. He made his own engine! it now supports lightmaps, Alpha/Diffuse textures and soon to have Fog :) ! Oh and it used BSP as a base so NetRadiant was the tool of choice to get things going. The…
If you're interested in learning UDK and all it can offer you should join our: GOOGLE PLUS HANGOUT or OUR SKYPE GROUP ADD ME ON SKYPE TO GET SITUATED WITH THE REST OF THE GROUP.....chaserm2 EDIT: Here's a list of videos I've gathered to explain each topic covered on the syllabus. PM me for the syllabus or I can send you…
Yea sometimes the channel has to be physically created in order for lightmaps to work in certain engines. With some engines if UV2 isn't there, it will create one and auto-unwrap the mesh making a mess instead of using UV1. Most engines have switches and settings to control this but often its easier to just make sure UV2…
curious about that too, I'm not very familiar with modular environment art and starting to look for best practices.. I'd think it would use up extra space in the lightmaps & add more unseen geo? Or if lightmapping this geo, does the mesh have UV2's made (instead of auto-unwrapping) where the capped geo gets shrunk to a…
The overlapping UVs only matter on your lightmaps. By default in UE your texturing UVs will be on channel 0, and your lightmap UVs will be on channel 1. In Max this is map channel 1 and map channel 2. Overlapping UVs/stacking/stretch texturing/atlasing outside 0-1 are all very common unwrapping techniques in game asset…
Keep your mirrored normals to the x axis only. As well, what you see in the model viewer is always worse than when it's fully baked with a lightmap. Your lightmap uvs should be well spaced too. As far as I've experienced, the seam will never be gone just greatly reduced. As for the seams on the separate uv chunks not sure…
Is there any way to grid the uv's on a pipe shaped unwrap? In the example below I can get to an okay unwrap for a lightmap in 7 clicks, but I'd much rather have it straightened to avoid stair stepping in the lightmap and minimize uv wastage. Is there any way I can gridify the uv's in one click? I can't find I way to do…
This is a really cool looking environment. My biggest concern though is that it was built using UDK Mobile and it has alot of potential to be unoptimized. If you where just wanting a environment to showcase visually, i think its great, but since you said its optimized for A5 only (iPad2, iPhone 4s) it makes me think the…
Here's with the following setting: Lightmap resolution: 512 static lighting level: 1.0 Num indirect lighting bounce: 6 Indirect lighting smooth: 0.6 And I also upped the lightmap resolution of the beam. Here's the result: Any other idea? (I am trying with the static lighting level at 0.1 at the moment but the build takes…
You should put a bevel on that corner if you can, it looks super sharp and the lightmap will probably bake out real smooth if you do that. I think I read somewhere that Mirrors Edge used beveled edges on walls together with lightmaps to get a smooth result in lightning on edges. Otherwise, looks really good!