I understand now how lightmaps work and that I should unwrap them properly and stuff…
However, I am confused as to what is the proper way or practice to UVW Map for the diffuse of the static mesh. I am trying to export a static meshes to 3ds max for archviz, let’s say walls. and I want to be able to use ue4 materials on them. The problem is ue4 materials tend to be really big which I think is because of the way the UVW mapping is set on my static meshes. What is the proper practice for the uvw map channel for the material/diffuse… should it be the same for lightmaps? My concern with this is since static meshes are not really similar in sizes, and light map uvs are just fitted inside the 0-1 space, the size of materials wont be consistent, say bricks. If i apply the bricks on a different sized wall, I want to have the bricks display in a similar size when I apply it to a different sized wall. Much like what would happen if i build my scene using brushes. I hope you get what i’m saying. And thanks in advance!
btw I’m using 3ds max and datasmith to import.