1-high and low poly should have the same siluet. objects view distance also matters. you want to avoid baking artifacts from objects thats closer to the camera. 2-biggest thing i learned was that there are multiple uv maps for a reason. you can uv map the same object for many different reasons. like adding extra details or…
Hello everyone! I have put together an 'Interior Building Kit' for the Unreal Marketplace that is designed to make setting up interiors as fast as possible. I have roughly 800+ assets, and a number of blueprints that take advantage of many of these assets. Walls can be placed using a blueprint that automatically selects…
Really nice concept, and super execution so far. This is going to be really good! :) Im an unsure why you say this. Dynamic lights are super expensive, so you really want lightmaps as much as possible in production. Obviously, if you are doing something personal, then you can do what you want, but I don't think it is…
1. BSP shadows are lightmap resolution(F5), as you mentioned. Mesh shadows are also lightmaps, you need to create a second lightmap UV layout and enable it in the mesh itself. TRy googling static mech lightmaps for a detailed explanation. In your example images #2 is being lit by dynamic lighting, which is pretty expensive…
Looks like you have autogenerate lightmap activated when you imported the mesh. Try double click on your mesh in the Unreal Editor, and then look at it's properties to the right, and see if the checkbox for "Generate Automatic Lightmaps" (or something like that) is checked, if so, disable it and then reimport the mesh. If…
The approach you're taking is fine, it is the result that you have confused. Essentially you are saving yourself a lot of time as you unwrap/lightmap as you go, approach. Which is great, but you need to remember to set everything to non-overlap distributed uv layout in the 2nd channel when imported into Unreal. For…