I just woke up this morning and has a brainwave. if i rotate all of the chunks so they flow in a single direction it works. but it has to be UV channel one right? so if i swap the lightmap channel (default channel 2) with the texture channel (default channel 1) and rotate my new lightmap uv's around so they flow in one…
Sorting out the lightmap would be job one. Then bake it with the normals on the edges matching. One way to do this is to weld a tile on either side when baking and in the UV space move those extra pieces outside of the renderable space. That way your normals behave as if they are connected and everything shades well. This…
Theodoric Yeah everything in the scene has lightmaps. Some objects are pretty badly uv'd on the lightmap, so when I do my final production light bake I'll probably readdress them. Honestly the best way to learn how to light, is to take a screenshot on a game you want your lighting to look like, and do what they did, and…
Awesome, looking forward to this. Btw, I just discovered how to get custom lighting to work perfectly with lightmaps (while still maintaining custom specular). While it may not be ideal for memory, the trick is to use toggleable lights with indirectlightingscale turned to 1 in their settings (they default to 0, making it…
To delight you have to capture a 360 degree HDRI at the time of model capture and using something like vray to render a lightmap that exactly matches reality. Then in Photoshop blend the delighting texture and the photoscanned texture with the divide blend mode. If done correctly the lighhting gets stripped out. It's…
@Carabiner lightmap index is the uv channel it uses for lightmapping.. by default it should be something like 1.. 0 is probably the one you used for your uvs You could change the smoothing/quality and level scale in the world settings.. but it's not clever to make the floor super modular (in case it's not just one mesh).…
Hi everybody, First off I would like to say I have used the search function to no avail, I know its a simple question. I have used max before, and am familiar with creating a second uv channel for a lightmap in UDK. But I'm stuck in Maya. So basically thats it: How do I make multiple UV sets so I can lightmap in UDK?…
I've got a license for Quixel Suite, but have yet to use it for anything except the demo models. I don't have a problem making models, but the issue comes down to making the different maps it asks for. I'm using LightWave 3D and have a hard time understanding how I can generate the maps. Anyone using LightWave who can shed…
wow that was a pretty awesome showing. NFS looks ballin, love the burnout series and it loooks like its taking a major que from that. Dead space 2 looks amazing, probably my most anticipated game. wast too much of a fan of the sports/sims/active stuff, pretty boring and nothing mindblowing really. but thats my own personal…
If you're baking you'll benefit from welding elements together in the low poly. You also get better lightmaps with continuous meshes. For high poly meshes it's good practice to separate out as many things as possible. I.e. by using floaters. If you're modelling meshes that don't need baking or lightmaps then it probably…