hey folks. i’m presently working in a max scene that was originally built for v-ray. however - like the others above - i’m going to export the entire scene to unreal.
i’m going through the entire model and optimizing the models as they’re too heavy for unreal - lots of smoothing.
my question. what’s the use/benefit of baking a lightmap per hardyhutajaya’s workflow?
i’m basically giving all my models a unique color id/name - then in unreal, i will gradually build up all my materials procedurally - box-mapping basics.
does anyone have suggestions to my process?
it would be appreciated!