@tda Thanks man I'm considering making some more changes after I've done some animation work. I've been playing around with the wax properties and trying to learn what lightcap does and got to this: And in the meantime I've rigged and posed her: Next I want to animate some game related clips like: Idle, run and strafe,…
Great work GeneWiz ! I want to see your floor ASAP :) . For your light map, do you create a second uv set ? I try in sketchfab to upload an object with two uvs set... it wasn't a succes... the only way I see, it is to use the same uv set for texture and lightmap. . i'm wrong ? It's possible to render a scene with two uv…
Hi, it is a nice piece you have here, But take advantage of the UDK and its Lightmaps :) The lighting needs too be darker and more spooky for a dark alley way, Here is something I found real quick, May help you a bit and give you some more idea's…
@jed : no to all those for v1.0 We have directional lightmaps like the Last of Us, but not sure about the seam fix. Dont think it is there, but i will ask. Skin shader is on its way. should be done very soon. That said our render pipeline is completely open without needing to change c++. So adding custom shaders is…
Well purple (or dark blue or dark red as well for that matter) means there are overlapping UVs and as Eric said, if you're gonna bake stuff or if the uv-set will be used for lightmaps then it's usually not ok. Other than that it really doesn't matter except you need to remember that the texture will be mirrored on the…
The lightmap packer for UE4 doesn't leave big gaps like that. Maybe you should use that for packing your UV layouts. I mean, it's not so good if you want to mirror any parts, which you probably would want to do if you want optimal texel density, but it packs the islands more cleverly than anything else I've tried, Headus…
hey guys. i got all of what we have finished so far into the level. lighting is temp. there are no lightmaps baked in yet. so everything is very blah still. placement isnt final either, just had to dump it somewhere so that it wouldnt get deleted from the package. (shakes fist at unreal). k. what do you think? any crits?
Thats looking better already, the light looks too flat in the room still the light on the floor should look like its bouncing up and lighting the room, like this https://cdn.conceptartempire.com/images/07/965/00-featured-jordan-grimmer-interview.jpg you might need to place in a light and get the decay just right to fake it…
a few things that increase your vert count of an object in game: UV seams Smoothing Groups 2nd UV channels Mutiple Material IDs within the UV shell Lightmap channels Draw Calls (will this object be reflected?) Some complex shaders can increase them as well I never budget anything in tris anymore... or even in the 3D…
Packing algo are strangely pretty poor actually, but, with a way to tag clusters to sort everything the way you'd want to, i'm pretty sure an automatic packing could make "good enough" result. Also, i couldn't/wouldn't pack manually uv's for lightmaps on a whole scene. I'm using max. I think unfold3d pack is great too.…