Lighting looks superb! Would you mind show some of the setup for it? I'm assuming its baked lighting with a high lightmap resolution but I'm very new to lighting in UE4. Looking forward to seeing more :smile:
In my opinion the lightrays doesn´t add realism to the scene. It seems the air is too clear (no dust or fog) that the rays could be plausible. Also there is soo much light falling to the ground that rays may be not visible that much.
maybe get in contact with commander_keen: http://boards.polycount.net/showpost.php?p=1132790&postcount=197 he did some BSP/lightmapping in unity - might not in all cases but for levels like his examples is surely looks great.
Strange, is this just on lightmaps, or when you render normals as well? Also, make sure you're opening the file max saves, not saving what it gives you in the render preview window, as max doesnt add padding to that.
I've seen a shift recently for certain studios moving back to Max from Maya, but also more studios moving away from Max or Maya to Lightwave or XSI. We use Max for modelling and animate in Motionbuilder.
Not too sure if your using this technique or not but in the latest version of ue4 (4.6+) you can bake emmissive lighting to the lightmap in the scene. Looking awesome though so far. can't wait to see the polish :D
You need a shader with a diffuse or albedo component. Or else you can create a shader which uses the lightmap as an input, and does whatever you want with it (multiply with the reflection?). Shader Forge is the easiest way to do this.
Okay, skydome needs to be dynamically lit in order for sky material to figure out where light comes from (so that it can draw moon there) After baking it becomes lightmapped (static), so no more moon.
well...then it might have to do with the lightmaps resolution, the texture compression, the LOD settings or even the BSP brush... I usually replace my brush with mesh so i am a bit lost here sorry !
Yes you can. Once you go beyond the 0,1 area that is what happens anyways. However, if you want to use lightmass you will need seperate lightmap uvs that need to stay in 0,1 space.