How do i correctly generate or create a Lightmap for a very complex object?
I'm unwrapping a building that has a lot of layers (every wall will be separated multiple times [image of one story: http://puu.sh/cKOlN/6a21310459.png ), and all walls will (and have to) be merged into a single object.
If i use my own UV map it will have overlapping UV's and that wouldn't work.
As soon as i generate a Lightmap, some faces show up a very dark grey, even though they have their own space. [img: http://puu.sh/cKOCm/1e3b84c7b5.png ] So i assume that those UVs don't have enough space for shading. How would i go about making correct lightmaps for an object this complex? Is it possible to use multiple ( like 5-6 ) lightmaps for a single object just to separate the UVs a bit?
I realise the UV map is very bad at the moment, but i want to clear up these problems before i run into more problems later on and having to re-do a lot of time. [image of my unwrap : http://puu.sh/cKP7X/bf47040b24.png ] [image of auto unwrap : http://puu.sh/cKP9W/e619cd2a3e.png ] [images of UE4 Details Settings: http://puu.sh/cKPdb/25d74f1589.png , http://puu.sh/cKPep/36dc305e5b.png ]
asked Nov 10 '14 at 10:21 AM in Everything Else
instead of separating every uv face, stitch more of the UV faces into fewer, larger islands so you can have less space wasted on padding. pad in between objects to avoid bleeding, but don't pad around the edges of the lightmap, because that padding will be automatically generated. instead of treating the whole building as a single object, separate it into many different objects, so they each get their own lightmap. also you should snap lightmap UVs to the nearest pixel to avoid baking problems.
You should split it into modular sections if you want really high quality light map.
Otherwise your only option left is to manually unwrap light map and use very high resolution for light map baking.
answered Nov 10 '14 at 11:19 AM
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