Vertex lighting could be the solution I need, these meshes should work fairly well for that. Anyway, yea my wording was confusing, I knew I definitely needed more resolution, I was just afraid of going to, say, 256x256 or more on a mesh that's instanced dozens of times. Thanks :).
I did the puddles with some lerp vertex painting using the cobblestone height map and DX11 reflection shader magic. Other than that it was just a matter of making the specular power of the puddles alot stronger than the wet bricks so that the puddles are more of a mirror and the stones have a more blurry reflection. Here's…
This is looking good so far :) What is the square shadows on the street? What light is causing those? Also, for your lightmap problems: You say you want to use 32x32 for the one you posted, but that's way too small. Just take that image of your uv's you posted and scale it to 32x32 in photoshop, you'll see that there is…
So I'll start off by saying the last round of feedback I got was fantastic and really made the composition better as a whole -- fresh sets of eyes are a wonderful thing. Thank you AimBiZ and my friends Brandon and Angelo. Anyway, UDK is great. One of the better ideas I had was to hook up vertex painting to the window glows…