More progress! Block out the environment in UE4 today, hasn't properly set up lighting and lightmap density yet, gonna work on the lighting and composition a bit next up:)
or dat alpha blended lightmap and 3d awe64 reverb!!! [ame=" https://www.youtube.com/watch?v=gOB8hItI04Y"]Quake 2's PowerVR OpenGL setting (PCX2) - YouTube[/ame]
@Ashervisalis Cool thanks for the feedback I'll make the changes in a bit I'm gunna try and sort my lightmaps out for UE4 first cause its doing my tree in
Thanks everyone, no work is ever truly done. I'll try to have an update tonight, depends on how much longer my alley project takes to bake lightmaps...booo!
I think it would be a really great tool if UDK allowed for combining the UV's of all assets in the scene into a single texture atlas. Kind of like what it does with the lightmap UV's.
Quick update: Update: 9/06/13 * Added color to the barrels * Tweaked the lighting a bit along with lightmaps * Added a temporary cityscape in the background (tiledshot doesn't allow DOF:/)
Is that lighting error thingy at landscape component's edges? They seem to have a lot of errors, I guess it's because there is a separate lightmap for every component. Have you tried increasing the resolution?
A big part of my packing workflow is making good UVs for lightmapping. So the arrangement doesn't matter at all, just that everything's the same resolution, and everything has nice borders.