Alright, I have a technical issue and I'm looking for a bit of experienced advice. It's about lightmap UVs; I've got these girders and railroad wood pieces and, as a result, I have a ton of UV islands and it's obviously not at all ideal for lightmapping. Below you can see it rendered with a 32x32 lightmap, and below that…
The first vertex ratio mesage is the error message I get when I forget to add a second uv channel. Are both channels assigned to the right thing in the editor (ie. Channel 1 > diffuse, channel 2 >lightmap)? Are your diffuse channel UVs the same as your lightmap channel UVs? If so, it may not be as easy to tell if your…
Pretty much. UDK's automatic unwrap tool produces very messy lightmaps by default. But In the recent builds of UDK, Epic added an option to create Lightmap UV's based on your texture unwrap In the Generate Unique UV's tab you just need to select the "Layout Using 0 channel" and it will try to pack your texture UV's within…
There isnt a seam there in my lightmap. the lightmap is fineIt seams that it is how the normal map is reacting to the lighting. Like I said it is not noticable in Max with the 3point shader on it. And it isnt there untill lighting is baked, but when I vew just the lighting its not in the lightmap its in the detailed…
For archiz, u will need high lightmap sizes in other to catch the shadows for a photorealistic look. Gpu lightmass does not allow smoothing of shadows so I have to crank the lightmaps up. For 12 mins, that's huge in archviz. Believe me, I have had to wait for 5 hrs just to render one image for a room lol using an offline…
Lots of cool new methods are being used these days. Spherical Harmonics, similar to the light probes used in Half Life 2. Non-Photorealistic Rendering in Team Fortress 2 (300K pdf) Directional lightmapping used in Resistance: Fall of Man. Basically lightmaps are encoded with not just color but also directional info, so…
this is a standard problem with shadow maps. What is happening is that the pixels around the edge of your UV islands are bleeding into the lit part of your object. This is caused by the trilinear filtering on the lightmap image. Here's some UDK documentation explaining how to deal with this problem.…
Epic has a guide for unwrapping for lightmaps in their documentation. To answer your question yes, if you plan to export this as a single mesh you will need to crank up the lightmap resolution. I don't think 8k would be necessary, since lightmaps only hold lighting information they don't need to be as high resolution as…
We started looking into Unity at work (mobile games developer, VisualDreams) and I thought that I would try to get up to speed with it by doing a simple hand painted dungeon. Diffuse and lightmaps only. I just started creating some simple tiles and textures. There are some lightmap seams and since I haven't made something…
Hi Im doing a modular environment in UE4 and I am currently having some problems with some weird shadows. I don t its my lightmaps because I made sure that my second set of UV is good and in UE4 it is set to UV 1 channel for the lightmap. The size of the lightmap are 256 minimum. Also it looks like my shadows are too sharp…