GAH! stay away from lightwave if you've still got a choice this early in the game, honestly I learned on lightwave and made the conversion to maya and I havn't touched lightwave since I learned maya - it's got a steeper learning curve but so much more potential, on top of the the user interface of lightwave is dated, by…
@Mark, my initial approach was with Sweep mod as it have multiple advantages as you stated above. So far this workflow worked for me. @poopipe That's what I'm wondering, I do not want to bring UE to it's knees only due excessive draw call count so I'll be definitively looking into ways how to attach as much meshes as I can…
Hey guys I bumped into this old thread, as I was doing some research on this topic. You might want to have a look at these 4 pages (the first link holds the solution for Maya UV Editor grid settings). 1) Lightmap Density not matching UVs from Maya…
Well, you COULD do this in older UE3 builds for certain...but you needed source access--this is how Beast got its lightmaps into UE3 for its integration, for example--it literally hijacked the lightmapping process and imported its own stuff in place of UE3's stuff. You *might* be able to manually import in some lightmaps…
Unity does have all this built in. Check the Beast lightmapping stuff, ensure your models to be lightmapped have generate lightmap UVs ticked (or your model has a lightmap UV channel) and are set as Lightmap Static. Ensure the materials have a lightmapped shader. The hit isn't that significant (other than another texture…
Just as a heads up for the BSP lightmap res.... its actually inverse of how you're probably thinking. So Lightmap resolution of FBX's in UDK/UE4 are determined by the pixel resolution of how you set it (ie: 32 lightmap res on an FBX = 32x32 texture resolution), however the Lightmap res on BSP defaults to 32 and gets…
Per: 'Just make good art' lol In the end this stuff gets so damn anus bleedingly technical that 'Just make good art' 'and leave me the hell alone!' is really what this thread will boil down to for anyone attempting to see it through Bottom line for me at this point is that UT3 is out and you can see exactly what I did…
The quality is not resolution dependent. You'll never get pixelated, really low res lightmaps, or lightmap seams. You don't have to make second uv channel. You don't have to be careful about how you place your uvs in your lightmap uvmap to not get seams. It doesn't have long rendering time to compute lightmaps. You don't…
Here's some tips that could help you, since you said you're new to UE4. First, in the viewport in UE4 switch the view mode to "Optimization Viewmodes - Lightmap Density". Then you need to set your meshes in a way that they would appear greenish-orange. To do that, adjust the "Light Map Resolution" in the General Settings…
While I don't use Modo, I'm going to assume that it can manage .fbx files. That's a start when it comes to moving stuff around. If you're bringing in lightmaps that aren't baked with Beast, then you've got 3 options in order from best to worst: 1) Use Beast. 2) find Unity's legacy lightmapping importer (google Unity Maya…