I'm not sure with Unreal, you'd have to test it. I know with Unity that if you export one object in the same FBX that it uses the same lightmap UVs regardless of material. If I were you I'd set the model up two ways--one with lightmaps respective to material, and one with a "global" lightmap with all of the objects…
@Higuy: Have you made sure your lightmaps have no overlapping uvs? I would make a separate UV set for the lightmaps as well. With dynamic lighting you have to go into the static meshs options and deselect "use lightmaps" or something like tht. This has to be done for every mesh you place, or at least I don't know a faster…
Have you baked each one of those shots? Or just the first one? That may be the issue, that it is only holding the secondary lightmap from the previous bake. Essentially what shadowmask does is create a second lightmap specifically for specular detail. So if you didnt rebake, changing the light may change the first lightmap…
As the others have said, it looks great! Likeness is fantastic, and you really nailed every aspect of it. The only thing besides the jacket color that might need an extra look is the lightsaber... Isn't it a bit too small? I could be wrong, but I always thought the handles were pretty chunky.
Hey almighty_gir ! Thanks for your replie ! If I can say something, I did a "dark" scene with only two source of light and the first is the red light of the light saber ! If you are in the dark and you've got a lightsaber, the light will inevitably enlighten me, right? But maybe the red light is to strong !
@stilobique : Great, i will do a few commits before weekend so it's a bit clearer, and since you know the topic already, it'd be very useful to have some impression (even just what i need to explain better about usage, or why you wouldn't use my workflow , i.e. my script assumes you do lowpoly 1st and start hipoly from a…
I've finally got around to breaking down my past models. I've included the models that I will be placing in my portfolio. Color renders and shaded renders with a wire-frame layout are in each breakdown image. --Lightsaber Kukri-- --Nester-- --Shovel Knight-- --Smash Bros Characters-- --T.A.R.D.I.S-- Have fun analyzing…
One thing you could check is each of your lightmap's import settings: Go to your scene folder, click on a lightmap texture and check the 'Texture Type'. It should be set to 'Lightmap'. I've had a Unity bug in a scene where all beast generated maps were always automatically imported as normal textures. This made them look…
It all looks very beautiful, can't wait to see what you do with the materials. However, it's not very well optimized. With a proper UV layout the normalmap could be a quarter the size and still be just as detailed. If lthe lightmaps are generated it can happen that certain UV island get scaled down. If you do custom…
looks like your lightmap might be too lowres which means there is not enough pixel space to describe what's going on. another probably cause is the pixel density between the door and the wall is different. try a 32x32 or 64x64 lightmap. if that doesn't work try to unify the pixel density between the door and wall. also…