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Thread: [WoLD Blog] UDK: Lightmap UV Layout Techniques and How to Create a Second UV Channel

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    Administrator AlexG helps out often Reputation: 70 AlexG's Avatar
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    [WoLD Blog] UDK: Lightmap UV Layout Techniques and How to Create a Second UV Channel



    In the first part of the tutorial we covered all the basics and important principles for UDK lightmaps. Now let's go deeper into practical examples and techniques.

    The following tutorial we will cover the following:
    • How to create a second lightmap UV channel in Maya
    • Lightmap layout techniques - padding, resolution
    • How to match UV layout grid resolution to UDK lightmap resolution

    Continue Reading...
    AlexG
    Alex Galuzin Blog: My personal blog and work (latest blog post)
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    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    Another awesome one Alex. I have to say, I'm the worst when it comes to building lightmaps in UDK. Whenever I do import stuff I always use the generate unique UVs (mainly because I'm not a modeller and just use it to test things out) but I definitely think its a good skill to have and can be applied to lots of different game engines. I don't think its an excuse for anyone to use the auto-generate tools in UDK! Very easy to follow! Thanks for these

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    Senior Member WarrenM helps out often Reputation: 96
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    The auto generate tool is a means of absolutely last resort. You will never get a good lightmap using that thing. Never.

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    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    Haha, I know I know! Bad habits I guess! You guys should just remove it then it wouldn't be so tempting! Out of curiosity, do you know why the engine guys put it in in the first place? For quickly prototyping an idea or something?

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    Senior Member WarrenM helps out often Reputation: 96
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    Like I said, it's a tool of last resort. If you absolutely can NOT make a lightmap on your own for whatever reason, well, you can try that tool so you have SOMETHING. I think there were loftier plans for it but the demand wasn't high enough among our artists for the coders to spend much time on it after the initial implementation.

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    Junior Member ClimateChange has no reputation around WoLD yet Reputation: 0
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    I expect lightmaps to be gone as GPU power grows. The idea of controlling where light comes from and how it reflects off surfaces is close to oil paintings, which is a very demanding task with the level of complexity of games.

  7. #7
    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    Cheers Warren, interesting!

    I did read something about Wired in the UE4 article about the new lighting system but I think they're still using lightmaps through the process ClimateChange. Might be wrong though Definitely exciting times

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