I’m building a game level in 3ds Max and it has rooms, floor, walls, towers, columns, pillars and all these kind of things a classic FPS map has.
I built here a **quick example **
What you see here is an example of “map” for a game… the way I would do it in 3ds Max.
There is the base structure (grey and red areas), some turrets (pink objects), some architectural columns (green cylinders) and some other stuff (blue box for example).
The **texturing **process here is easy: each object (turret, column, box) has its own UV map.
I divided the base structure in first floor (grey area) and second floor (red area) to make the UV process easier.
Before exporting to UE4, I group all of those objects (turrets, columns, boxes…) and export them.
Now… what about the Lightmap?
What should my approach be here?
Should I** create a second UV channel for each object** (turret, column, box), the same way I did for the texturing process and then export them all as a group?
Will UE4 be able to understand that it is a group and each piece of the map has its own lightmap?
OR should I create a single UV map for the WHOLE map? That’d be a mess!
**Please note: **
I’m a programmer, not an artist.
I’m sorry if I didn’t bring here a real ISSUE but I prefer to ask preventive questions… I’m not really into level design and I wouldn’t want to do things uselessly.
Thanks in advance!