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  • replied
    Ok thanks for the info, does not sound to hard to do.

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  • replied
    Originally posted by Chaosrik View Post
    Just out of interest,if your texture UV map was unique without overlapping poly's could you not use that as the light map UV so only needing 1 set of UV's ?
    If you already have such UVs, you won't need another uv channel/set.

    In fact, UV islands may overlap - lightmap won't be correctly saved in these areas but they must be within the 0-1 bound.

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  • replied
    Just out of interest,if your texture UV map was unique without overlapping poly's could you not use that as the light map UV so only needing 1 set of UV's ?

    Leave a comment:


  • replied
    Originally posted by apophis3d View Post
    How exactly will this work, do I just need to assign a sub material with two texture channels and export?
    You simply have to create an additional "non-overlapping" UV channel that lightmass will use as its empty canvas.
    Check this article for more info: http://hourences.com/book/tutorialsue3lightmap.htm

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  • replied
    How exactly will this work, do I just need to assign a sub material with two texture channels and export?

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  • replied

    "Some people say you need to create a seperate UV channel for you;re lightmaps for static meshes in the UDK"
    That's the way to go.

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  • started a topic Lightmap questions

    Lightmap questions

    Ok so I have been hearing some mixed reviews about this subject.

    Some people say you need to create a seperate UV channel for you;re lightmaps for static meshes in the UDK.

    Others say this is no longer needed, because of the way it will calculate with lightmass.

    So my question is which one is right......
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