hey guys..
sorry the obvious question.. but the obvious may not be so obvious -wut
well, i learned how to correctly import my models from Blender, using the FBX pipeline. congratulations for me.
i also know how to uvmap the model for creating the texture, import such texture, create a material from it and apply it on the static mesh in UDK.
but I always see people around saying about that lightmap thing used for per-pixel lighting 3D applications (like UDK itself).
the question is:
I tested and it works without it so, why should I use it? what would it influence in my graphics?
MOST IMPORTANT: where I do it?
obs.: using GIMP for creating textures and Blender for modelling.
thanks.
sorry the obvious question.. but the obvious may not be so obvious -wut
well, i learned how to correctly import my models from Blender, using the FBX pipeline. congratulations for me.
i also know how to uvmap the model for creating the texture, import such texture, create a material from it and apply it on the static mesh in UDK.
but I always see people around saying about that lightmap thing used for per-pixel lighting 3D applications (like UDK itself).
the question is:
I tested and it works without it so, why should I use it? what would it influence in my graphics?
MOST IMPORTANT: where I do it?
obs.: using GIMP for creating textures and Blender for modelling.
thanks.
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