If there's an option, it's best to put seams in the least noticeable or seen areas. Seam location may be more or less important depending on how you approach texturing and if you have to deal with things like lightmaps.
To be honest...you can bake a lightmap using the scanline renderer and light it with the skylight and use light tracer and get a decent AO bake that way. Floaters won't cast shadows if you use this method.
Hello guys, i try to bake LightMap to simple object. I'm using for tests mesh with uv and one standart light. Mental ray as a renderer. In the 'Render to texture' i set Padding = 10. But padding crashed into black. Here pictures...
Hi, I am using actorX plugin for maya to export a scene file. My question is how do I setup materials so that the ase file will have reference/path for lightmaps as 2nd UV channels. Should I use multi layered textures?
Can anybody help me with this, I constantly get this kinda error. I think its due to the lightMap, but in the below image, UV1 and UV2 both looks fine,still why's so ?
Google - Unreal engine modular meshes lightmap seam. This issue came up here hundreds of times and the answer is always the same so I'm not going into details. Please check it out for yourself.
That's probably something like voxels+wavelets like Blender has for smoke simulation if I had to guess. I never really used Lightwave so I couldn't tell you for sure.
still working away at it. still a lot to do,finish the materials, unwrap a bunch of stuff, and still have a lot of lightmaps to do. That is some of the weirdness you can see. Here is the deck above,
Terrain might not but you converted it. it has to have UV's for the lightmap to work. wait, what do you mean you converted it to landscape? I thought you converted a terrain to a static mesh.
From what it sounds like, SVOGI was completely removed and all versions of Unreal Engine 4 will rely heavily on light maps. Killzone 4 and the Fox engine aren't using lightmaps though.