Hi there,
Apologies in advance for no doubt being the one thousandth person (today probably :P) for asking about light mapping in Unreal but I’d like some help understanding how to correctly setup light maps for meshes that can often be either complex, or have lots of little pieces of geometry.
I’m updating an old Lord of the rings scene I did in UDK and slowly rebuilding it in UE4. Many of the meshes I’ve created feature a diamond like pattern along the sides and it becomes problematic when it comes to creating good light maps for them. At the moment whilst getting a feel for the engine I have created a basic lightmap for a starting point but as you can see it yields awful results.
So my questions are,
- for meshes with lots of smaller geometry pieces, what is the best way to create these light maps
- currently all the light map settings are set to their defaults. When is it time to accept that light map itself can be improved no more and time to start editing individual tweaks to the lighting setup?
- if these settings are best played with to get good results, witch ones are better to use to keep resources and building times less heavy?
Thanks for taking the time to look and help with this issue.
Sam