I am in the process of creating some models to be put into udk. Its working towards my dissertation experiment and I am very short on time and it seems I have alot to learn :'). I have already created some and the question just popped into my head while I am creating a stair-well. I wish I had asked earlier because it…
n.b.: according to the udn docs, padding towards the outer edges of 1/0 space isn't an issue, since the engine does its own padding here. take that as you will :)
@Ben Apuna: ah cheers, I have never heard of that sort of thing before. -_- hopefully I dont run into any of those problems although I have never done a "bake" so god knows how many problems I will run into xD.
I forgot to mention that you should be really careful about mirroring UVs in UDK. If you split a surface down the middle and mirror it's UVs then it's very likely you'll get a visual specular seam after baking lightmass, especially if you mirrored the UVs in a up/down direction and your material is very shiny. It's better…
Here's a thread about mirroring from a while back. http://www.polycount.com/forum/showthread.php?t=75993 Maybe someone has a better solution nowadays. EDIT: And some more posts about mirroring in UDK on this page.
Ah thank you very much, I am supprised I got so many replies so quickly haha. I am just annoyed I didnt think of it sooner :P. Yeah I have seen that you need to "pad" them out a bit else I could get bleed through or whatever the term was and I also saw about the max and udk 0 and 1 channel mix up as well :P but thank you…
Yeah, overlapping UVs is fine for your texture UVs. It's only the lightmap UVs that need to be unique with no overlapping. Don't forget to put a lot of padding around the lightmap UV shells. I typically put 4 pixels between shells.
Yes you are right. Lightmass does not like overlapping on the UV channel that will be used for the lightmap. For example, if you have 3 UV sets, the one that you have assigned in UDK to be used by lightmass, must be the one without overlapping, the others can have whatever they like. So generally, people create two UV…