Couple of questions regarding Lightmap UV alignment
Hi, two questions about lightmaps and texel density:
a) does this mean that the edges in the UV channel are not pixel aligned?
b) If I have non rectangular walls (eg a pentagonal wall on one side of a room) what is the best approach to have all the edges pixel aligned in the lighmaps' UV channel in order to prevent jagged edges?
First off, with Texel Density you want to make sure that you're assets are close to the same resolution. They don't have to line up exactly but you want to make sure that they are close the same size (indicated by the difference in color).
For example, if you're setting up several modular walls, you would want to make sure that when you make the lightmap that wall one uv is relative to wall 2. There are times when I've been making modular walls in Max I'll use a unwrap modifier on several assets at once to get my lightmap texel sizes to be identical.
For your second questions, there are a couple of things you need to consider first and this may determine how you decide to model the pentagonal wall.
1) If you can break this up modularly this will give you the most UV space to work with without having to scale all the faces down extraordinarily to fit the 0,1 space. This will also allow you to not have to bump the lightmap resolution up significantly in UE4 to get better static shadows.
2) If you're going to build the entire pentagonal wall as one asset and have additional walls that are modular you'll need to scale those down to be roughly the same size as your lightmap UVs for the pentagonal wall.
If you have any further questions about lightmaps or something is unclear feel free to ask. Lightmapping can be daunting and it does take a bit to get a full grasp on how they work and can make your assets look great! :)
answered Sep 04 '14 at 06:36 PM
Tim Hobson ♦♦ STAFF
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