For AAA that should be it, since they have their own engines. Mostly LOD work, modelling, UVW, Texturing, Lightmaps keeping in mind texture budgets, texel density stuff and or if the model will be animated so keeping it functional.
Thanks for the feedback! It was created using Lightwave for the Newtek forum's weekly speed modeling challenge where you get 30 minutes to build a mesh related to the week's category. Definitely a lot of fun :thumbup:
thanks jellyfish, but I went ahead and reimported the static mesh with the normals set to face and rebaked my normalmap using the new mesh. I'm still getting the gradient on the top and repeating lightmaps on the front.
It's funny that I just recognized your name, Nick. I have one of your old Lightwave Lighting training DVDs (from Kurv) sitting here. Have yet to go through it though.
Thought so :D I'll just have to be mega economical with lightmaps and spread the vertex lighting love wherever possible. Although vertex lighting looks absolutely gash on the low-poly foliage meshes :\
In your world properties, under Lightmass, set Force No Precomputed Lighting to false. You'll need to bake once to invalidate any old lightmaps (it won't bake new ones), and you're good to go!
uv set = uv channel. A model can have multiple uv layouts, each on a different channel (1,2,3,etc.). Tiling UVs for the color map (uv1), unique UV for the lightmap (uv2), etc.
Thanks guys! Exactly what I needed. With the local area dynamically lit, I could chop down the terrain lightmap resolution from 16 to 4 and get massively reduced baking times!
If you're using baked lighting you can repurpose the lightmap UVs for the edge detail - they're already unique and you're not paying any extra for it. if not I'd advise vertex painting modulated with some masks.
Hi, i solved it! :) There where flipped UVs in the Lightmap because i copied the UVs for Texturing in the Light map UV Set. And i took the Islands witch where offset back in the regular space.