Hi guys, I would like to get some “light” in a different workflow that an artist called Alexander recently posted in his video “Unreal Engine 4 archviz - second test with simple post breakdown”. Here is the link: Unreal Engine 4 archviz - second test with simple post breakdown on Vimeo
He states that he bakes the lightmaps using Blender with cycles, avoiding to calcule lightmass lighting in UE4.
Since I don’t know anything involving Blender (Maya User), and just a little about lighting in UE4 (still learning), could please anyone clarify this new method?
Some questions that run around my brain are:
- Do you need to create the same identical light in both scenes to match the shadows baked in the textures?
- If so, can you export the blender light in any way, or you just replicate manually the light parameters?
- Once in UE4, should you deactivate shadow casting in your lights to avoid duplicate them? (since I suppose you have them yet baked in your textures)
PD: Apologies for any english written language incongruence, spanish guy here