I messed around with multiple UVs for this one. I didn’t put any effort into optimizing the UVs for the lightmap, just did a lightmap unpack and called it done. Still have to figure out how Blender manages its UV targets. model
Thanks for the quick reply, Santewi. The lightmap res is 512x512. The bottom screenshot does not have lightmaps baked into it, which is also part of the oddness. Here's the UV layout, the yellow line selected is the seam. I can't remove it because it's my symmetry line.
@cptSwing You still gotta fiddle with the resolution but... ...you can use the Baked Tag in the lightmap parameters to assign objects to a particular lightmap. You can do this with enlighten already. It's one of the key features that helped my demo render quickly too.
I'd suggest making a square shape out of your lightmap whenever possible. Pure vertical and horizontal islands. This always gives me much better results. If this doesn't work, browse through the rest of this site. There are many posts with issues relating to lightmaps.
I had some time to continue this one. I got tired of making it so I did a small test in Unity :) Here is the link to that web build: https://dl.dropboxusercontent.com/u/36748632/Game%20Builds/LightRay%20R8/LightRay%20R8.html http://i.imgur.com/EecafBo.jpg
Much of what you are talking about has been resolved since version 10. Still, I don't use my copy of lightwave almost ever. Once I went Max and now MayaLT lightwave is somehow just not as relevant as it used to be for me.
Well...you are certainly going about it the right way...blocking it out first and everything. Props for that. The way the meshes look in UE4 makes it look like you are having lightmap issues. Did you bake lighting? Need to have lightmap uvs otherwise it will look pretty wacky.
Are you making a 2nd UV channel for lightmaps? Is the lightmap resolution set to something other than 0? It also sounds like your going to have other issues once that is sorted out see this thread. EDIT: Oh, and it's best to keep UDK questions in the UDK sub forum.
Thanks guys Huge size is mostly because of the 16 bit lightmaps that i used i think. Thanks renderhjs for comments. There is always room for more work. RNM = Radiosity Normal Map. Its a methos that used in Halflife 2 for lighting normal maps with 3 directional lightmap.
I have difficult scene exterior and interior (train) so my train have to be non static, so I decide to light this in modo cuz its easier than beast unity lighting, can sombedy help me how to bake proper lightmap in modo and which shader in unity is the best for impoorted lightmap