Here's another one for UE3: http://stephenjameson.com/tutorials/lightmap-uvs-tutorial/ 32 x 32 pixels can be fine depending on the size of your object and the amount of instances there are and how detailed the shadow information needs to be. Light maps do add up after a while even at such small resolutions.
And here is a free video tutorial on creating a UV Channel for it in Max ;) even if you are not using max you should still watch it because he talks about things you should keep in mind while creating a uv channel for one. http://www.3dmotive.com/product-udk-lightmaps
yeah lightmaps used to make me pull my hair aswell. The most helpfull tutorial I've seen so far on the subject: http://www.3dmotive.com/product-udk-lightmaps To awnser some of your questions: You need a 2nd UV channel because in order to bake lightmaps you have to have everything unwrapped uniquely. 32x32 lightmap may seem…
It's common knowledge that college only teaches you 10% of what you need to know in a professional setting. For my college experience, lightmapping fell into that 90% that wasn't discussed. Unfortunately, it's also a topic that was cited as a weakness of mine when I had my portfolio reviewed at GDC. So I'm wondering if…
Thanks for the pimp guys! I will admit that when I recorded that tutorial I didn't go into nearly enough specifics of "best practices" and all the nuances of what makes a good lightmap. Here's some additional things to consider: Hide, hide, hide those seams! Just like a good texture map, hiding your lightmap seams is just…