I need to clarify something from a lesson I was reading, but a few things are not working in the ED the same way for me as the lesson explains. I export out of 3dsMax to get that out of the way.
In hourences lightmapping lesson, he explains two ways to set proper light mapping UVs. First using a second unwrap modifier as channel (2) before you export your model. The second option would be to let the UDK handle it. The first option being recommended for better accuracy.
Ok, here is where things don't make sense. In this picture he shows his modifier stack having one Unwrap UVW set above a model that is still in a polygon state which would only have default mapping.
My question is: Say you already had a UnwrapUVW mapping your model, is he saying to add a another ..a second Unwrap with it's channel set to (2)?
Because the way he's showing it, he has only one Unwrap set to (2), but then how would the box under that modifier have any coordinates other than the default if you didn't have a second Unwrap/ or UVW modifier set to (1)? Being that it's just a simple box I'm assuming the box in the lesson is using the generic mapping coordinates for the first channel. I guess this would work, but with a more complex model I would think you would need two unwrap modifiers in your stack? That is my main question.
And, does all this lightmapping theory apply to standard UVW modifiers, or only Unwraps? What I mean is, would it be sufficient to set your channels in standard UVW if you didn't need to use an Unwrap Modifier?
Last: where is bforceDirectLightmap hourences mentions? was this replaced with a new name?
In hourences lightmapping lesson, he explains two ways to set proper light mapping UVs. First using a second unwrap modifier as channel (2) before you export your model. The second option would be to let the UDK handle it. The first option being recommended for better accuracy.
Ok, here is where things don't make sense. In this picture he shows his modifier stack having one Unwrap UVW set above a model that is still in a polygon state which would only have default mapping.
My question is: Say you already had a UnwrapUVW mapping your model, is he saying to add a another ..a second Unwrap with it's channel set to (2)?
Because the way he's showing it, he has only one Unwrap set to (2), but then how would the box under that modifier have any coordinates other than the default if you didn't have a second Unwrap/ or UVW modifier set to (1)? Being that it's just a simple box I'm assuming the box in the lesson is using the generic mapping coordinates for the first channel. I guess this would work, but with a more complex model I would think you would need two unwrap modifiers in your stack? That is my main question.
And, does all this lightmapping theory apply to standard UVW modifiers, or only Unwraps? What I mean is, would it be sufficient to set your channels in standard UVW if you didn't need to use an Unwrap Modifier?
Last: where is bforceDirectLightmap hourences mentions? was this replaced with a new name?
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