I went through the same dilemma a while back, but ultimately CE3 won over because of two things: 1) Being able to light and see results in realtime (along with some GI happening). 2) Not having to worry about lightmaps.
Yeah, I am just doing a simple project in privacy, nothing major and didn't want to do bother with Lightmapping since I'm on a single PC and the baking times would be insane. Cheers for the Skylight, didn't know about that use for it :D
this looks like what happens to your UVs when they're outside the 0-1 bounds. Your lightmap has to be within the 0-1 space. Your regular UVs don't have to be but they won't display properly in the static mesh browser.
Properties - look for Use Precomputed Shadows and set to true. Go to the Light Channels in interpactor properties, turn on Static, turn off Dynamic. Ensure mesh as lightmap uvs and resolution obviously. You might want to disable shadow casting on it. Rebuild.
Too much red going in there right now and make sure you have a second unique UV-set for all the lightmaps or you'll end up with a weird result. Can't wait for the full-scale version! Good work so far!
Ok, tried rendering with no lightmass. Got the following result. I'm aware that a couple of the static meshes still don't have lightmaps, so I'm not too worried about them, buit I'm still mega confused about the BSP road?:(
Update yo! Main changes are: - added orange concrete wall (will fix lightmap seam) - applied temp material to untextured assets - added more fill lights to achieve a more dramatic look - added colour correction via LUT Thanks!
I think your scene looks too bright compared to the concept, the concept seems to have more a darker look to it. If you want to add the lightrays you could use this tutuorial: https://www.youtube.com/watch?v=gOdTrIB5te0&ab_channel=DaveWilson
OK, think I'm getting somewhere. Tried lowering rather than raising a lot of the settings. Then had to tweak the mask a lot i dDo. Only had sharp up, and then adjusted brightness and contrast. Here is the result rendered in Lightwave. Happier with this.
So not only is this my first noob challege, but it is the first time I'm posting my stuff on polycount in general. Wheeeee! we'll see how this goes. Here is my block-out, just for scale/proportion. Please disregard the terrible lightmaps :(