yupp am aware of using RGBA, packing lightmaps in each. about having foreground/background being just 2 colors to swap is cool. I can also do a "mask" with checkboxes for the channels.
Sorry for the squashed screenshot,sometimes lightwave messes up the viewport..i didnt notice until now lol here's the real one,7341 tris with coat,6375 without with coat: without coat:
Awesome before and after shots, all that detail work makes a huge difference. Can you talk about the workflow at all? Some of the shadows look a bit stencil-y in the befores- is that a pre lightbake preview in idStudio?
Okay, standard questions first. Post your UV and post your Lightmap UV's. To me it looks like the model isnt UV mapped at all and thats whats causing the weird specular issue. I donno.
It's probably because your object is being vertex lit. If you give the ground there a second UV channel and put a lightmap on it you'll get smoother lighting. Or you could subdivide the ground a bit to give it smaller polygons.
update my POGress:wall, lamp, wires, air ducts. Quick texturing, a few decals(took from Scifi Kitbash Level Builder by Denys Rutkovsky, really inspiring work), some issues with lightmaps of air ducts
All good answers. The most common use of uv2 is for lightmapping, like you noticed. Another use is baked ambient occlusion for PBR. Another use is for a custom painted mask that blends together multiple tiling textures.
Yes. You need a second UV channel that contains the light map. It's where the baked lighting information for static meshes is stored. http://udn.epicgames.com/Three/LightMapUnwrapping.html http://wiki.polycount.com/LightMap That should get you started.
I want to ask for the density of the lightmap. I had to rise the Ideal density to 0.5. I'm using the First Person Template, so I think the scale of my level is correct. Is that a good density for a portfolio render?