If I just have a tileable texture applied to an object. But the object is elongated, so having a 1:1 lightmap would become stretched and be a waste of space. That being said I'm having some problems figuring this out. If I have a texture that's 512x128. Then I need to unwrap the object so that the UV's take up 1:1. If I…
ive recently made it a rule that wasted space on a lightmap is no big deal. also. if you're using a tileable texture on a mesh.. meaning no unique uvs.. its ok to go outside 0-1. so if your first UV channel has a texture that would "fit best" in a 4:1 uv space.. leave it as 1:1.. it'll tile on its own. then keeping your…
I'm using 3DsMax 2012 and exporting to FBX. If I have an object that I've unwrapped to use eg. 512x256, UDK seems to make it 512x512 no matter what. Is this something you can change somehow? It seems really inefficient when thinking of Lightmaps, since it doesn't really need that extra 256 pixels in the height.
Agree with Oniram. I've been doing a lot of moduluar texturing and just leaving my lightmaps 1:1 and making sure there's tonnes of padding incase the lightmap mips.
Um... Normally you'll have the uv's fill 0-1 space on each axis even if the texture is rectangular. The uv's look distorted in your DCCA but the texture applies just fine as its indexed from 0-1 on each axis anyway. One axis just ends up with a higher texel density. So yeah you'll have some waste on the light map for that…