Hi, I've been having some issues with making light maps for my models. Does anyone know of any good tutorial for making light maps in Blender? I hear that we need to use grid snapping for the light map UVs. But all I can find in Blender is pixel snap. I'm not sure if that helps. If anyone knows of a proper way to make light maps in Blender, please do let me know. Thanks.
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Originally posted by darthviper107 View PostAre you talking about lightmaps or lightmap UV's?
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Again, are you talking about lightmaps or lightmap UV's?
Lightmaps are the actual textures that are rendered, lightmap UV's are the texturing coordinates used to create lightmaps.
You can't render lightmaps outside of UDK, if you're having lightmap UV problems then it could be a number of things, you want to have the least amount of seams in your UV's as possible, with enough space between each island, you also have to make sure your lightmap resolution is high enough, 32 is the default which is too low.
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So by bleeding you mean that the map is not aligning with the model? Or do you mean that UDK is exaggerating the lightmap? Do you have a picture to show of what's going on?
Also: What meshes are you putting the lightmap on? Is it a static mesh or a skeletal mesh?
That could affect what you want, though Darthviper has a point, which is it? Is the lightmap file screwy or is it not aligned to the mesh because the UV's aren't translating?
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Sorry, the problem is with Light map UVs. I have used UDK's generate unique UVs for all my models. And many of the models in the map are doing fine as long as they're aligned properly with the neighboring meshes. So I've just started to make my own lightmaps in Blender for the meshes that have bleeding. I've attached a screenshot of one of them. And btw it's a static mesh.
https://www.dropbox.com/s/bd247lpsvg...htMapBleed.jpg
As you can see, around the top of the arch, the shadows are bleeding into the lit area. So I tried unwrapping my own lightmaps in Blender using it's lightmap pack. But after that I get some weird lines along the textures at some places. That's when I read that it occurs if the lightmap UVs are not snapped to some grid. But in Blender, all I can find is pixel snap and no grid snap for the UVs. And I couldn't find any tutorials regarding that for Blender.
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The whole snapping thing is that you could align your UV's with the pixels of the lightmap so it matches perfectly, but no one ever does that since it could only work with rectangle shaped objects.
It's best to make your lightmap UV's by hand rather than using an automatic method, you can then create seams in the natural locations and pack things better.
Bleeding happens when your lightmap isn't high enough resolution or UV islands are too close together.
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