Hello. First - Brilliant tool! I have a questions about margins too. In 'UVLayout' (for example) 8 pixel setting == 16 pixels between the shell edges - 8 per shell ( no intersecting shell bleeds) Here 8 pixel margin == 4 pixels for bleeding per shell Which one is technically correct ? Thank you.
@SNOELK Can you create a option to cap uv scale smaller one pixel? I have many komplex Vehicles with hundreds uv isles. The smallest are smaller than pixel size. The cap option would be help to lock this small isles to scale down.
* if you are referencing to the special pixel treatment for unreal lightmaps (edge pixels need to be on pixels with power of 2) it doesn't. to be sure that you dont get bleedings you need to make the margins a bit larger hten usual. * they both are right ^^. its just a matter of the perspective. when i implemented the…
* nice idea, will keep that in mind when changing the ui * you can save the obj as different file. maybe i can save 2 files. one for an engine without offsetted uv to x+1 and another for backing where true overlapping polygons are mapped to x + 1 * need to think about it * damn right :) * mhh did you leave some parts as…
It's worth noting that grids for light maps in UE4 need to use power of 2 minus 2 pixels to get proper grid snapping. http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/
Not sure if anyone mentioned it yet, but it would be cool to see some settings optimized for light maps (UE4 in particular :P), things like snapping to pixels and setting up certain grid values.
Yep, set your margin size to half of what you want to be between the uv islands as this adds the margin value to every uv island. So if you want 8 pixels then set it to 4. You can visualize this with the display options in the upper left.
Mario was cool enough to let me into a closed beta of the app so I could use it for the Throne challenge. REALLY nice results so far. MODO pack on the left, iPackThat on the right... It's more easily appreciated when you see a bake comparison. Lots more pixels to play with: