Ok, got a hang of this now. After realizing I pretty much ruined the scene I think I've managed to fix and improve it. Not a final lighting build by any means though. And fugly lightmaps as hell.
Wanted to share a Scene ive been working/ im working on in the past days. Modeling in Blender, Texturing in Substance Designer/Painter, Rendering in Unreal Study to improve in Lightmap and Lighting Critique highly appreciated https://www.artstation.com/artwork/6xQnW
Hey I am rendering lightmaps in 3D Studio Max mental ray, and each different resolution of map comes out differently. When using scanline it comes out fine. Anyone know why this is happening? Cheers Cody
Okay last rookie question... By 100,000 triangles you do mean polygons because I am using Zbrush for the initial sculpting then importing into Lightwave before pressing my luck with Substance Painter.
Scott Spencer is a good name to look up on, as he has good tutorials on polypainting. As for lightmaps, yes it's a good idea to always have one, or just auto-unwrap it in UDK for 2nd uv channel.
nice work! +1 to increasing the lightmap res, especially of the carpet. the mesh receiving the shadows is always the one need to be examined. the shadows of the chair for example are really pixelated, and they are on the carpet.. so check that mesh settings :]
ah, lol, maybe wrong thread :P Yep, shadows in unreal for me was always something that posed some issues here and there... Maybe lightmaps on the grass instead of vertex color could help indeed.
Thanks man! Yeah, I think that's partly because of lightmap issues on the 2nd map channel, but also because I need to adjust the specular map for the pipes/wires, since they are referencing a separate material.
BSP is gone in Source 2: http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=91506 The jury is still out on the lighting, I think they'll have both dynamic GI and lightmap baking.