So when creating lightmap UVs in Maya, is it okay to use the automatic mapping in the second UV channel for lightmaps? I figure I don’t have to be super careful like I do with the texture UVs as long as nothing is overlapping in the lightmap. Am I correct in thinking this?
Also, I know UE4 can create it’s own lightmap UVs on a static mesh. How do I specify for it to create them, and is it an efficient way to work?
How do you all handle creating your lightmap UVs?
Thanks for your time!
UE4 has a build-in lightmap generator and its pretty sample to use. you can check these tutorials:
https://www.youtube.com/watch?v=-sJsR0y7R8U
1/ make your UV in maya, automatic or custom in the channel 1, you can overlapping UV of the same mesh. But if you export many mesh as 1 asset (combine) your can’t overlap each other.
2/ when your import the fbx, check generate lightmap, it will create the channel 2 for the lightmap.
If a face use no uv space in the channel 1, it use no uv space in the channel 2, usefull if you don’t want a face use lightmap.