I adjusted the end of the woodbeams to match better. Also tweaking the sky, grass, ground, path and add windows, rocks, etc. Decided to just lightmap the ground. It looked a bit off with lightmaps on everything. Marquis I am going to add cloth on the windmill. It will probably be something a bit warmer.
I think foliage mesh istances don't use baked light, so those you placed with the foliage tool will never have a lightmap baked at all resulting in "glowing" shrooms. afaik there's no fix to this untill EPIC decide to implement simpler shading modes for foliage to use baked lightmaps
What's the lightmap resolution on the floor? Here's a quick image of what I mean and what should solve it. The platform on the left has a lightmap resolution of 64, the one on the right has one of 1. You'll wanna change this to 1 or 2 and that should give you nicer shadows :) If not, there's a problem with the mesh.
Hey adam, cool stuff. How did the infernal pipe generate the second uv set for lighting, just cube map or did it do something fancy. Ie, if you tagged a cylindar to be lightmapped would you end up with more than one vertical seam in the lightmap unwrap?
"Should I always use a second uv channel no matter what?" When you are using baked lighting, then yes. "What are typically lightmap resolution?" It depends on a lot of things. Mainly on the object's size if you want equalized texel ratio, but you need higher lightmap resolution if you want sharper shadows.
Yes the correct way would have been to make it modular. I would try using UE4s import options to generate lightmap uvs and if that didn't work then I would either break it apart and make it modular or only use realtime lighting. It is not going to be worth it to set up lightmap uvs like this manually.
Yeah, no skydome atm. The trees have a normal map but I'm not sure the lightmaps came through. They aren't showing up in the UV channel, but I'm not getting the no lightmap error message. I also have no idea why the shadows are so wonky. Thanks for the feedback, I'll post some updates soon.
and here is the texturesheet. please notice there is a large black area warby later filled with repeating content from the texture to get the lightmap hack to work the texture was used as a detail texture on a lightmap, so you probably get the deal. the texture was made in 4k res and later downscaled.…
Yeah, but a lightbake will only give you lighting that is derived from the lowpoly information. What I was talking about is faking even more shape information by actually painting it on, faking light flowing on them. Ex: left is the lightbake I used as a base, right is the detailling built on top of it. Hope this helps.
In my experience, having a perfect bake without any artifacting is very difficult to achieve. You can sometimes cover it up with a trim piece or intersecting geometry, but in your case, your assets are out in the open. A few things to do are to really try and maximize your second UV set to the best of your ability. The…