Hello everyone! How are you doing?
Me and my partner have been working on a demo scene for Arch Viz, and now we need to polish some aspects of it. For this topic, I’ll ignore lighting, as there’s much information available and I’m not done reading it, but other things are seldom discussed. My knowledge is somehow limited and I’d like to improve with your feedback.
After some trial and error, I decided to model each individual room as a static mesh, but I was having light bleeding and added a static mesh “cover” to the outside, back then I didn’t test double sided geometry, but I’m still unsure if the material needs to have this option as well (I had to use it in the curtains for example). Is this “cover” unnecessary?
Then I though a 1024 lightmap would be enough for each room, and I’m satisfied with the results, but I’m having trouble with smaller objects. I’ve been doing my lightmaps in Blender (pseudo-automatic, manual adjustments, snap to pixel grid), and I’ve read that 4.11 is doing a much better job generating lightmaps, would you recommend using generated LMs all the way?
These plugs are the only thing here I didn’t model myself, 3000 tris! How do you approach this issue with small and sometimes complex objects? I’m using the default resolution of 64, would you increase it for the final quality?
How do you manage the LM generation and resolution to achieve consistent results in different scale objects, no leaks, etc.?
Another thing for curiosity, I don’t know enough to understand the nature of the following issues:
Is there anything I could do to fix this? Or do we have to live with it?
I hope you can help me understand this process a bit better, my workflow might be flawed and I don’t even know it, this is how I do it, I’d like to know how you do it. Let me know if you want me to provide more information.
Best regards!
- John