So interesting, the presenter in that master class video on lighting didn't say they use UE4 to generate the lightmaps, he said that he uses the engine to "Pack" the lightmaps. I wonder if this means that they actually manually create the unwrap in a 3D package and then re-pack the lightmaps with the engine or if they…
That's what I always thought and that's why I've always stuck to the lightmapping 'rules'. The guy in the video though specifically says that he and his team never create lightmaps in a DCC, they always do it in-engine.
You know I think I'm going to look into the dynamic lighting that they developed for Fortnite and see if maybe that can increase the performance while also allowing me to drop the static lighting entirely. It's just not worth the struggle. I love how everything you hear about the engine is in conflict with each other. Now…
So I tired taking the advice of the Author of that UE4 lighting master class and using the engine to generate my lightmap UVs... Now I've got the error "Vehicle_Van_1A Lightmap UV are overlapping by 3.4%. Please adjust content - Enable Error Coloring to visualize." God damn I hate lightmaps!
This is something that has driven me INSANE over the past few years working with Unreal Engine. No matter what I do, no matter what tutorial I follow, I cannot get a seamless lightmap. In this tutorial for example https://www.youtube.com/watch?v=joKnmShAdJE, the author doesn't worry about grid settings or snapping mesh…
Yeah man, dynamic lighting is what I've been using for a while now. It has really been improved and optimised. Just think about it.....you NEVER have to deal with lightmaps again!! Not to mention all those hours spent building lightmass..... Something I found out that is definitely worth a look is Light Propagation…