I have found this which is giving me a good understanding of the need for lightmaps. https://www.youtube.com/watch?v=joKnmShAdJE So its my understandiung that, if ever you have a uv shell that is flipped/inverted/outside of the initial UV space, you need a secondary UV layout for your lightmap? If not, it will just use the…
Most importantly, set the amount of 'Instances Per Cluster' to a power of 2 value and increase the cluster radius until it won't affect the cluster count. Otherwise lightmap memory gets wasted which also increases build times. With large amounts of foliage you should be really careful about your lightmap resolutions and…
select all your meshes in your modeling package and treat them as one piece when you UV for lightmaps. you are going to have to shrink the UVs down quite a bit. Everything needs to be uniquely laid out -- if you select all your meshes and see overlapping UVs in your modeling package the lightmap will fail in UDK.
Nice work renderhjs. I did a little more work on my BSP/lightmapping in unity: I had to pretty much rewrite the BSP manipulation code due to some stupid thing I overlooked the first time, and theres still a nasty crash I need to track down. These lightmaps are rendered with area lights, radiosity and AO.
Can both be used for/as the same thing. A lightmap generally refers to directional baked lighting, for games this will be on a 2nd uv set for environment stuff. However, if you bake a lightmap in max with just a skylight and no direction lights, its AO. No difference..... Light Tracer/Mental ray, differences will be…
You can test if this is what actually heppsns by using a point light instead of a directional light. That way they would surely need to get unique lightmap. Anyway, what you are describing could only happen, if you are duplicating the pieces in the dcc , merging them without repacking the uvs, and bringing them in like…
If your mesh has overlapping UVs and you're using lightmaps this WILL happen. Either make sure your UVs don't overlap and fit in the 1:1 tile or set the lightmap resolution to 0 in the mesh editor which'll fall back to vertex lighting (not so great) If you want repeating textures but to keep the UVs in the 1:1 tile, do…
Lightwave 3D! oh.. well not used it since like version 2.x something but .. LIGHTWAVE! it was doing cool things when max was still in DOS form ala 3D Studio 4 :) But as has been said, if you are planing on getting into the industry as it is now, the safest bet is Max, with side knowledge of Maya, since most have their…
Started researching and implementing lightmaps in Unity this weekend. I can't wait to get to work to try this out and see what Pro is capable of Scene unlit Scene with lightmaps :D So excited for this feature; it'll really enable us to do some nice lighting and get some awesome shadows Blacksmith texture was also updated a…
What do your lightmap uvs look like? Most likely that is where you have a seem in your lightmap uvs. Like ZacD said though there's no reason to bake lighting on a character as they would be using dynamic lighting in any game. If it is for your portfolio you want to show that you can create a character in a way that it will…