Does anyone know what high impact Lightsabers they are using? or is it a custom job? Not to worry, I found it - http://www.ultraforcesabers.com/star_wars_lightsabers
While I sort of agree with the don't mirror geo, but it's not entirely correct. The problem is all about UV's and their orientation in relation to each other. I explained it in this thread: http://www.polycount.com/forum/showthread.php?t=98050 Mirroring does the same thing as rotating, you change the orientation of the…
As long as Unity can import a premade mesh, and do some simple space partitioning on it, using a pre-made lightmapped level will work fine. It's just another texture layer. Using fully lightmapped levels with no geo-instancing worked fine even ten years ago. You just have to scale your dataset properly. A lot of times in…
The pixelated artifacts are the lightmap compression. You need to either increase the lightmap resolution on everything or turn off the DXT compression on the lightmaps.
This is my rendition of an Obi-Wan Kenobi Lightsaber Build
with an emphasis being on the actual vintage parts! More pics here: https://www.artstation.com/artwork/lxbZYJ
Waste of time or necessary practice? A long long time ago I used to use Max, but now navigating Max's interface is like trying to communicate with who speaks a different language. For the past year and a half I've been using Lightwave, primarily because a some tertiary study I did. Lightwave basically does everything a…