I suggest reading this article to see how to align your UVs at the right texel/pixel : http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-02-uv-techniques-and-how-to-create-second-uv-channel-in-maya.php The lower the resolution, the less pixel you will have, therefore you will loose in precision. If your UV…
put everything in the final scene, got rid of the window stuff for now and added a focus point (still got to model the main ficus point- the statue). i dont know what accent/fill lights are so i put point lights for now. some weird lightmap issues on the flor and pews that i dont understand, hopefully i can fix them at uni…
@Larry around 30~60k tris can go upto 100k depending on complexity of environment. Main thing to consider as mentioned above is to keep textures, advance shader effects, material count as minimum as possible, no real time lighting! baked lighting possible if total lightmap count is low also 2 to 3 max though this one…
http://www.polycount.com/forum/showthread.php?t=125122 Theres a running thread about Maya LT already. Turtle is used for baking, it can produce some really nice results. What questions did you have about GI in turtle? It can be used to bake lightmaps for Unity and other game engines. Also here is the link to the Maya LT…
Get the iThing early on. Colors and how light dark things get is DRASTICALLY different than what you see in the preview. Performance wise, I am finding I can get away with a lot with textures and such, provided you properly lay out your level. Most of my texture usage is in the lightmaps, as I use those to break up the…
I don't have much experience with it, but I think you might find more results by searching for material on generating lightmaps. It's basically baking, but focused on lighting for environments. You can then extend the operation to render other attributes like normals, ambient occlusion etc. I think these are useful: -…
You're in luck. Someone on Neogaf recreated the shader for you. Even including a playable demo. http://www.neogaf.com/forum/showpost.php?p=116699387&postcount=235 Also, here's a follow up post by M3d10n (who's a developer). "Correct. The levels already need an unique texture wrapped over all static geometry for lightmaps,…
Here's a great series on Lighting in UE4. Lot of useful information on static/dynamic setups and just overall workflows when someone starts to light a scene. It also talks about lightmaps and seam issues in the 2nd session. https://www.youtube.com/playlist?list=PLqfZolvobgUDAm-c41cDR8NDA79UKuN4b And here's his thread on…
So I was just trying and testing UDK, lights and lightmaps. And I've encountered this problem You can see on the left the harsh shadows and further along, the very bright area in relatively the same position. The lights are point lights coming from inside the lantern, and I've added a lightmass importance volume to the…
afaik, maybe someone can correct me but it has a 'lightmaps' option I dont see anything relating to shadows , only get the 'shadow' disk underneath a character. It's probably that way for more wider user base /shrug as you can see in my screenshot and that's on the default high setting he didn't look to be showing foliage…