I've used a second UV channel for emissive a bunch. First, I'll copy my channel 1 UVs to my channel 2 (so I don't have to re-unwrap anything), and then cut all of the unused stuff down and scale it down to a single point somewhere. Then I'll pack the new, emissive-only UVs as tight as I can. I'll go to my diffuse and…
Another possibility, but might be a bit tricky, would be to extract from the current textures. Here's a short explanation of how: You'll have to fiddle with the numbers a bit though. Some notes: -everything that has a value of 128 or higher(in my example) will become emissive. This of course means that medium gray…
Okay so I have a few more questions that popped up and wondering about. -Since UDK has lightmass and you can use emissive textures for lighting, in what cases do you not even use a actual light. I have some blue lights in a texture with use emissive checked and it does a decent job of bouncing that blue light. What can…