You have a second uv-set for all of your meshes where you unwrap them for the lightmapping process, look it up. In the box your lightmaps need to have each side a unique uv-island
Not speaking about the chamfer in the pic neither the lightmap, speaking about the bricks joints being not masonry-able. For the lightmaps I was speaking of the tunnel gradients being uber compressed maybe due to it being low res. :)
StarWars Dark Forces Inspired Game Art Latest Screenshot: Hello, everyone! So, I've been meaning to start this thread for a while. I've always been a huge fan of Dark Forces - especially the first one. The game obviously took place in the Star Wars universe, but had a style all its own. A while back I got some free time,…
I was doing some research and i found out that when you bring in your models into UDK as an interp actor, it tends to do decent when building without having to create a lightmap? Do people tend to create an entire lightmap when bringing in every one of their props to UDK to showcase it?
Hello again! Time to update this! :3 It has already been too long since I last updated this thread, I wish I could make progress on this project a lot faster than I'm able to, but these lightmaps, man... They ruin me... x) Anyways, here's how things are looking like at the moment: I was thinking I'm quite near completion,…
If you're baking lightmaps, the UV has to be all inside, generally with no overlaps. If you're transform bound (vertex count is limited) then you can reuse the lightmap UVs for your tiled textures, by setting the tiling amounts in the shader.
It's not, that was static. Also if you don't want to use the lightmap specular then you can just turn it off in the material in the misc rollout > allow lightmap specular. You don't have to be stuck using dominant lights as a 'fix'.
Looks more like you don't have a proper lightmap in channel 1 (normally 0 is your texture, and 1 is lightmap/ao). You can try going into the model in UDK, and quickly generate another uvmap.
You have to change your lightmap resolution. I don't have UDK installed on this PC to show you, but this should have everything you need: http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-04-resolution-static-meshes-bsp.php
Well, one is shadow map, the other is lightmaps, right? Unfortunately it's the problem you have when working with lightmaps. Also, it's very very easy to forget that the game is running at 60FPS at all times guys! Some things gotta give in... and it shows.