Hey Jonathon, Not at all. The point is, that UDK combines lightmaps into least sheets possible, to effectively render it in a single pass. So by 512 I mean that every object's light map was done in a usual way but the combination of all their resolutions didn't exceed 512 square. Hope it helped. Cheers.
Hello, This might be a stupid/redundant question: How do you create a 512 light map for the entire scene? All I could think of was doing a batch bake on each object, but that would bake the lighting to it's uv space and would prohibit you from using any repeatable textures, and each object would need to have its own space…
How about an....environment?:) So yeah, here's my take on the familiar art test. 3498 tris, 43 hours 5 minutes to accomplish, only diffuse textures and a 512 for all the lightmaps. Oh and, yeah, this stuff's supposed to be for mobile platforms. [size=+1]Be sure to check out the video[/size], it's supposed to be fun:D(HD…