Lightmap UV creation in Maya
So when creating lightmap UVs in Maya, is it okay to use the automatic mapping in the second UV channel for lightmaps? I figure I don't have to be super careful like I do with the texture UVs as long as nothing is overlapping in the lightmap. Am I correct in thinking this?
Also, I know UE4 can create it's own lightmap UVs on a static mesh. How do I specify for it to create them, and is it an efficient way to work?
How do you all handle creating your lightmap UVs?
Thanks for your time!
asked Jan 25 '18 at 06:19 PM in Using UE4
1/ make your UV in maya, automatic or custom in the channel 1, you can overlapping UV of the same mesh. But if you export many mesh as 1 asset (combine) your can't overlap each other. 2/ when your import the fbx, check generate lightmap, it will create the channel 2 for the lightmap. If a face use no uv space in the channel 1, it use no uv space in the channel 2, usefull if you don't want a face use lightmap.
answered Jan 26 '18 at 10:09 AM
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