Jep. I used mostly normal point lights and one directional light for the moon. And it's a baked lightmap. And the material is just a color with a little specular intensity.
Cool, yeah there's multiple UV channels in Max that you can use for lightmaps. Just not sure how to connect that in UE4, where I will be assembling this scene.
thanks for the suggestions, yea... might be my hardware. I was hoping max had a setting for thickness of wireframe. Might be thinking of Maya or Lightwave, can't remember.
it keeps one of the chanels, the lightmap or the 0 channel, but its pretty much random, and then it adds the messed up uv map you see in the bottom right.
Great scene. The lighting really sells it. The blotchy lightmap artifacts you mentioned, may actually be helpful for the scene. Makes it appear dirty. Nice work.
Just a note on the UVing for the crate, it would be a lot more efficient if each plank was stitched together. That UV map would be best served as a lightmap set