Hello all! I am trying to figure out a smart way of making LOD versions of an object composed of multiple and repeated geometry, without affecting the lightmap UV channelin. So, I basically want to make sure that I do not get any overlapping UV's in the lightmap UV channel. I'm using Maya 2016. As an example, I was…
Hi, I have been trying to create a lightmap for a VR environment but there are certain roadblocks that I couldn't search and find answers for. I'm baking lightmaps, using Unity's Enlighten and lightmap UV tools. After the bake, resulting map doesn't utilize the whole UV space that I have specified. As you can see in the…
alright guys...I come again for your wizzzzdom. I heard a rumor that lightmaps just 'happen' in unreal without much input from the artist. In my opinion 'said' lightmaps look pretty darn good in Unreal. So i have a few questions for those of you who use this tech. * What, if any, parameters does a contebnt creator have…
Autocon, you worked on Reach that's cool I'm working on Kinect JoyRide, looking forward to getting my free copy of Reach from Microsoft when it comes out. r_fletch_r, no nothing to do with blowout or exposure. Lightmaps are all multiplied on top of the texture in default baked lighting so LDR lightmaps can only darken…
I'm workin on some environments in the unity engine. we're using lightmaps rendered from maya to light the scenes. My beef with the lightmap thang is that it's impossible to get the surface brighter than the local color of the texture, because the lightmaps are applied in multiply mode. Right now we can use lightmaps to…
Hey guy's, so I'm pretty tired of packing uv's by hand twice for udk. I figured lightmaps is just one of those things that should be auto packed. Sure you can still autopack with a 0.03 spacing or whatever, but the results are lame. Headus is a great tool for autopacking and gives you the percentage of how much uv space is…
SOLUTION: (Kind of...) I've reached a work around. While testing my lightmap UV's for the umpteenth time, I gave the lightmap uv channel an automatic unwrap. This actually fixxed the shadow problem, but removed my explicit normals from the mesh. So, I exported the automatic uv's and applied them to my mesh within Max (uv…
Generally, lightmaps end up 'nixing all the dynamic lighting. Options are to turn on dual forward lightmapping (blends between lightmap for far and dynamic lighting for near shadows). For an RTS, that's probably not too helpful. Or to use RNM lightmaps, which should let you get specular highlights from the lights you baked…
I have some simply object and I have unwrapped UV for diffuse on channel 1. I put diifuse map on it and everything is ok. After that, I have rendered a lightmap for the object with UV on channel 2. The lightmap is as a 2nd file. But I don't know how I could see the lightmap on the object with texture. I put the lightmap to…
BSP measures lightmaps differently than static meshes. I believe it measures it in texels per area. Notice under the lighting options in the surface setting it states "Lightmap Texel Size". Not "Lightmap Texture Size". So the smaller you set the bsp lightmap texel size to the larger your lightmaps are going to be.