Really solid work, the kitchen assets are great. Might want to up the resolution of some of your lightmaps? And the fire needs a higher source angle to help soften the shadows. Looking forward to this one!
flatten map is good for quick lightmap uv in block mesh WIP , but I encourage you guys to use multiple individual Pack UV ( extracted from UV1) for final polished assets :)
Well, there's still the rest of today and tomorrow but I won't be able to work on it at all. So this is how far I've gotten in my spare time. I was in the middle of fixing up some lightmaps.
Given how simple those objects are I think its the kind of thing that you would just do with a gradient Pshop, or like Parkar said, not at all, and just let the lightmaps handle it.
Everything use the 1st uv channel by default (index 0), except lightmaps, but you can still force them to use the channel that you want. "Programmable" colors can be driven through vector parameters.
You don't need an outside border margin unless you are using a lightmap or a specific engine that needs it for some silly reason. under 25% wasted is fine, some UVs will pack well, others might not.
Scaling them all down using their own 'pivot' (if that's possible) will get you close, although interlocking shapes will be problematic. Anyway, I'd advise against using auto-packing, unless you're doing lightmaps.
looks awesome! the statue sells the scene for sure.... one thing though, not sure if its your lighting (or lightmaps) but your stairs have a harsh division between the middle and left side. Looking great though!
Few weeks passed since my last update, I've managed to finish the blockout and now I'm resculpting all my drafts (arc is the first in list). Lots of draft meshes, lightmap seams and intersections.
Update on the scene. Kinda broke the lighting but fixed some of my lightmap issues. Textured the asset. Will get a second pass of love once i catch up with other projects. Some wires of my assets.