Okay guys ,,, I have Use Global Illumination ticked in my Worldinfo Properties in the world editor, and I built the lighting. In the editor game mode viewport it's working fine. Also when I play in editor window mode it works. However when I click start this level on PC the level has no global illumination. What am I…
It may seem like a contradiction, but adding 20 more triangles to a mesh will always be WAY cheaper than having a dynamic light, especially on a mobile device. The intent here is not to make all of your geometry subdivided or higher resolution, it's to only add geometry where you really need it (for example, where you may…
1. Yes across the same asset in the same UV channel. In general, blurry parts look bad next to sharp parts. Between different assets, same issue. If using multiple UV channels, the channels don't need to match density. 2. Lightmap will usually be larger texels than the texture maps, because you need more unique UVs to…
I'd like to know as well, it's a program that's less than 10 years old so even Blender and Modo are "old". @Tidal Blast from what I've seen, Modo is really good at hard surface. I spent 60 days with it but I made the mistake of focusing on organic modeling and retopology soooo I stuck with Max. I was also struck by how…
You can overlay/stack UVs as much as you want. Just make sure that when you have them in a game engine that you make a separate UV set for the lightmap and that is setup correctly. Otherwise your lightmap bakes will obviously have shadow bleeding all over them. At least that is what I do on semi-unique textures. I just cut…
The reason studios don't switch is very simple though Hawken, it would required a complete overhaul of the pipeline. That's no small feat and can take a huge chunk of time and $$$ from a studio - something that most just don't have. Then there's the time needed for the artists to become familiar with the new app, which is…
Hello! I started learning UE4 a couple weeks ago, and I'm on a quest to finish some environment portfolio pieces. Right now I'm almost finishing modeling a small Italian town street. I have 2 questions: 1- How useful is to focus in lightmap baking for portfolio? Considering that nowadays a lot of AAA games are using…
1. of all , HEY =D been quite a long time since i was around here so yeaaah.... annyway im helping a bit out on a modding project for the good ol HL1 engine and we´re creating the maps in max sux for me since im acutally a lightwave user and im not really good with max . anyway heres the story: im trying to put some random…
If you're using lightmaps in Unreal and are making a long wall, it would be better to not use small squares. You don't have to worry about fitting in the 0-1 space unless you're going to bake something other than lighting. It should have a tiling texture which means it tiles outside of 0-1. So there's no reason you have to…
It's too bad you want character animation because aside from that Modo pretty much rocks. If you do end up buying Modo wait a month or so until they offer a free upgrade to the next version 501. Be careful with Cinema4D you might have to buy some additional modules along with the core package depending on what you want to…