I was always taught to stay low on lightmap resolutions, but this was a very long time ago. I was just curious to see what the industry norm for lightmap resolutions is now-a-days. I usually kept mine under 128px ... is this ridiculous or is this still about right?
i'm wondering if someone here has some experience generating lightmaps with max. What I'm actually trying to do is to bake my objects lights/gi infos on a single texture. And I can't seem to find a way to make a single uv channel for all the objects without ataching them... Oh and if lightmaps are easier to do on Maya just…
You can try disabling lightmap compression and see if it makes it any better. But generally they should be compressed and you shouldnt have a full project with uncompressed lightmaps on everything. If it helps, and its only this asset that gets the issue, you can disable the compression on its lightmap only. The compress…
Hello, I'm having a slight issue with my lightmap failing to emits and light detail in the scene. I have all lights deleted and I have the lightmap in the self - illum slot, but no shadows are appearing. This isn't my first time doing this, but for some reason this scene is giving me a head ache.:poly142: I appreciate…
Your lightmap UVs have too many splits in them which reduces the amount of space that's useful for texels because you have so much padding. You'd probably get a better result by letting UE4 autogenerate the lightmap UVs from the first UV set so that there's only one seam along the side of the vase. Probably the ideal…
I was looking for something else but found this little gem. It's the first volume (of 12 it seems) that will guide you through the LightWave - DDO pipeline. Looks promising. I purchased it, and can't wait to take a look. http://www.liberty3d.com/2014/10/ddo-for-lightwave-users-volume-1-is-just-released/
one more lightmapping thread ? yes ! B) I'm looking to have lightmaps on the Unlit material type.. I read on the UE forums that's a custom material type to compile.. Not sure how to get there. Any resource or knowledge to share? thanks!
Hi, I need some help with building workflow for baking lightmaps in Maya with correct color space. If I bake without any color correction, I get decent results but I obviously can't use physically correct lights, because if I set lights' falloff to quadratic they just don't behave correctly - the highlights are too bright…
Hi, I am really litle bit confused now, how works together Mesh LODs with Texture/Lightmap Mipmaps. I will try explain my problem, but first I tell, what I understand under these terms. 1.0 - Mipmaps in short are textures with different sizes and are "auto generated" by engine if are not defined in texture file (only DDS…