Having baking issues In Unreal 4 A short description : Model consist of 2 UVs. One for texturing and one for Lightmap. +I exported them with the same naming conventions. +I import them into unreal. Disable Generate UV. ( overwrite any existing meshes allready created) +I double check so they have 2 uvs in editor and that…
Yeah we make mobile games in unity at work, it is powerful but those big features like normal maps and light probes do hit performance quite heavily. You would have to be very careful how you optimise your game if you are using per-pixel lights and normal map shaders. You can use unity vertex lighting and lightmaps and…
If by baking you mean baking a normal map, then intersecting is not a problem. When baking this, you need to 'explode' the mesh, that is, moving elements away from each other. Do that with an 'edit poly' modifier on the top of the stack so you can easily return to the original state afterwards. The only problem with this…
The only time you'll really need your UVs to be in the 0:1 space is if you're making unique textures or setting up lightmap UVs, etc. Extending your UVs past the 0:1 space isn't a "bad method" for games, it's the standard. That's how you effectively use a tileable texture, there's no need to constrain your self to the 0:1…
As far as programs go, people will use what meets their needs and budget. You'll probably find more programs like Blender, Modo and Lightwave being used over the expensive Autodesk products. You seem the use I a lot in your post suggesting your working on this alone, that is still quite a feat, most indies do have a few…
Thanks for the wise words everyone! I ended up removing a cavity map that was adding to the pore-level details in face that we dident like. I also decreased the AO and lightmap that was darkening it up and then changed the make-up around. Personally I am digging the break-up areas on her face texture, so i dident smooth…
Static Lightmaps can help things feel a lot more "real" they'll get you AO and soft shadows. At the moment, your scene is way to evenly lit. You'll want to try to keep "key lights", the brightest lights in a scene at the light sources. If you're gonna have a light somewhere, there has to be an object that it's coming from.…
Sectaurs > Oh nice idea about the carpet, I'll see if I can do that without needing to remake UVs and stuff :poly124: Don Karnage > Thanks :D muprh > Thanks ! Yeah you're right, I totally forgot to mention it. I have one single AO 1024x1024 map for the whole scene (meshs actually have 2 UVs maps, one for color other one…
Well.Breaking the building into parts would break the flow of the vertex painting, and could easily cause lightmapping problems, so yes you are right. I would recommend to use modular pieces in your modeling software, welding when its done (welding the uvs too) and exporting it as one big mesh.You can use elements for…
Hey all, so we've finally gotten the blockout done, including some preliminary lighting! Don't mind the lightmap issues too much, since these are all blockout meshes we didn't bother making proper UVs for them. This is mostly for positioning of the major props and appropriately sizing the room. Also, if anyone has tips on…