I’ve been checking out tutorials on how to make lightmaps. The main two things I have taken on board are;
1 - Lots of padding! (2 units)
2 - Edges to line up to grid
Thing is, most tutorials regarding this are on boxes or boxy rooms. What if you’re doing it for something containing lots and lots of shapes? For example I’m working on a bed asset.
1 - Padding with 2 units inbetween seems extreme, forgot the lower right corner of my map but what about the rest? I’m losing so much space because I have so many pieces
2 - I’m guessing the snap to grid thing is only for boxy UV islands? I’m using a 32 checker texture and because the islands are so small it just screws up the uvs if I try to snap them to the grid. My bed is using LM resolution 64 in Unreal (bed appears green when showing LM density viewing mode so have set it to correct resolution), should I be making a 64x64 texture?
Scary thing is that in the grand scheme of things this bed isn’t complex at all, what on earth do people do with high budget 5000+ poly assets with regards to these guidelines?!