I’m a Maya user and I have a huge depot of geometry was modeled without UE4 lightmapping requirements in mind. Here is a little background to halt comments that might not be on topic.
- Yes, I could remake the UV’s by remapping all the geometry in a second channel, but I do not have that time and I am a single individual.
- I could try and use the auto-generate in the engine but that hasn’t been really successful, unless I’m not following the process effectively.
- Much of the process in the texture process was mirroring and overlapping of UVs relative to texturing.
Within Maya, I’m trying to find a process to successfully eliminate overlapping for light mapping for UVs and quickly. Any help, advice or direction would be very helpful.
Thanks so much!