Hello, thanks for your replies! I have made now a simple test project everyone can download who is interested. @Prot I put the trim uv in the third channel, because, the second is for lightmaps, so I could not use them. @Obscura this looks very interesting! I will try it immediately in Unity!
Someone wrote a custom shader for UDK using PBL here. From what I remember from using it though, it doesn't support lightmap baking - for example, if you had a single dominant directional light and relied on lightmass for your skylight and indirect lighting, your model would be completely black on the shadowed side.
Have you tried the snapping the UVs to a power of 2 minus 2 grid? https://answers.unrealengine.com/questions/92819/lightmap-uv-alignment.html http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/ I haven't been working too much with lightmass in UE4, been using mostly dynamic lighting…
Not having any issues with the built in Maya packer, have been using it for years to pack lightmap uv's. Supports shells spacing, non uniform scale and since maya 7 it also supports packing shells based on shape rather than bounding box. What exactly are you finding about the tool that is not working?
Figured out the issue. My 2nd UV channel was being rewritten in the import process for the lightmap. I just separated my display from the body of the monitor and created separate UVs instead of having 3 UV channels for 1 mesh, I now have 2 meshes with 2 UV channels each.
Added flags and gave them temporary green colour, scene now looks surprisingly Italian :) Shot of the current thronal area, 12 steps is signyfying 12 different gods Huge amount of lightmaps have been fixed although following still need to be fixed: -Arch -Bridge -Short wall on 2nd floor
@WarrenM Thanks but I can't really take credit for that, UE4 is doing the legwork on that one :) Had to upres my lightmaps on the wall and floor to something ridiculous like 2048 to avoid jaggies but seems to work for now unless I can find a more performance friendly solution, starting to take a while to build lighting :(
ya no problem with that, just assign the same material and texture to all the objects, you really olny need to mess with uv sets in casses where a object needs 2 uv layouts such as one for it;s textures and one for lightmaps. in your case 1 uv set per object, and one material for all objects.
Been experimenting with externally created lightmaps. Running a gradient ramp over them in PS can give some cool results. I like the effect but I'm not sure if it's overpowered. This one's just straight up AO baked in modo. This one's hand-painted in Photoshop - bit more rough, in keeping with the art style.
Portal light is a mental ray lightshader. You can find some more info if you look up "sun and sky" in the maya help. Also for the AO you should definitely look at the new mia_material which has built in AO. Or you could add a AO pass using renderlayers and the AO preset.