Is it possible to generate 2nd UV for lightmaps on multiple SM
I am trying to import from 3dsMax a FBX with several objects and i want them separately so i can put materials individually. Should I generate second channel in 3dsMax ? can anyone tell me how to do that without overlapping? I tried unfold and it always gets some overlapping. I also tried with packed UV's but i got some distorted shadows after baking
asked May 26 '14 at 03:11 PM in Rendering
Hey VladV -
Yes, you should generate a second channel in 3DS Max for the best Lighting results. Unfortunately the automatic routes that can speed up unwrapping do not work the best for preserving the integrity of your models' UV islands and therefore placing the shadows where the shadows should go.
Here is how I would handle the unwrap:
Size of each island will probably not be nearly as big as on your texture unwrap and that's ok as long as they are consistently not as big. Do not worry to much about organic lines and trying to lay them out perfectly according to the grid lines as long as you respect the 2-3 box space. Organic Shapes tend to already have more shading along them that you would not see on hard edge surfaces.
This is a time consuming process, but if you do it your shadows will look so much better and you will have far less problems with light builds.
Let me know if this helps
answered May 26 '14 at 03:54 PM
Lovecraft_K ♦♦ STAFF
You should generate the second UV channel in your 3d editor for better results. Overlapping UV may be due UE combining all your objects in a single one at the import (there is a checkbox for this) For a very interesting overview of all the lightmapping process check this: http://worldofleveldesign.com/categories/udk/udk-lightmaps-01-basics-and-important-principles-for-creating-using-lightmaps.php
(it is based on UDK, but almost everything is the same in UE4)
answered May 26 '14 at 03:28 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here