I've been working on a Tudor street scene. I was going for a Fable feel and am focusing on trying to get the lightmaps and lighting right. The textures are in very early stages at the moment but I'll be focusing on them after I get the lighting sorted. Any critiques are very welcome. :)
Hello guys. Anyone knows what software uses Ryan kingslien to draw onscreen smoothly like this? [ame=" https://www.youtube.com/watch?v=DJdtkHLDhN0"]ZBW: Understanding LightCaps - YouTube[/ame] I have tried screen marker but i not as smooth as ryan's software. Thank you in advance :)
Usually it's used for lightmaps (example on Unity, or from polycount wiki, also on Unreal [1] [2]) . Talking about Unity, note that I'm not sure about that, maybe the detail maps are using UV2? (if a Unity user can confirm)
Yeah it looks promising, but I spose it's not even released yet, they can do anything with this. They could even take the Lightwave approach, have all this rendering and compositing in one program and have the modeller in another with seamless importing and exporting.
could that white line be the inside of the mesh? As in the adjuncting face? With LOD it could render that line there if ur UV's are too close to eachother or something..dunno never worked with CE3 but had something similar with Unity. Or possibly a lightmap issue
It looks like your lightmap UV channel is much larger than the extents of 0-1 uv space. Make absolutely sure that you are using your correct uv channel, and that the uvs look correct on those assets.
Newbie problem... I can't for the life of me get my 3D models to load in DDO/3DO. I've tried exporting from LightWave and modo. Object Normals is selected for the OBJ exporter, but the objects don't appear in 3DO.
having come from working with Source, the pipeline for Unity is absolutely beautiful... you drop a .MB or .FBX in your Assets folder, open Unity, and you're done: colliders setup, automatic lightmap UVs, materials setup, etc.
WTF do you mean? What does texture tiling (or texture seams) have to do with lightmapping? Don't want to be condescending, but check what "thus" means in the dictionary, and answer yourself, if what you wrote makes sense.
I don't have maya in front of me right now, but there's an option in the UV editor somewhere to snap UVs to pixel corners or pixel centres. I think it might be "grid UVs". Definitely helpful for low-res lightmaps.