I thought it was just my crappy South African internet, but it's somewhat nice to see it's not only me. Getting this 9/10: "Error 118 (net::ERR_CONNECTION_TIMED_OUT): The operation timed out."
the Albedo base map slot is the word you are looking for, at least for 1.8 and below. It's towards the bottom of the stack where you import all your bake maps before starting the project.
@TorQue[MoD] yeah mate. The added 1 pixel border in UE brings it back to 128 again. Even so, this doesn't relieve the fact that lightmaps are a f**ing pain in the arse! :)
Good site design. I really like it. Needs 140% more work (and only put up finished stuff) Never show WIPs in a portfolio. That's what a process blog or polycount is for.
I had to put it to 90 from 138~ .. now it points right but I still don't understand why it's rotated after the aim constraint. Is something wrong with the values from the child?
Ironbearxl: Try turning up the subdivs on the lights and materials. Default should be 8. I would try 32 when testing and then turn it up to 64 or 128 for your final render.
Thanks for all your answers, it helped a lot. The simplest way I found was to resize the 1024 atlas to 128 and then map it on the models. Then switch back to the 1024 atlas, and it looks good enough.
This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible. Using this technique the artist can spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. I've been doing this for a couple weeks and received…