I had to create light maps for each of my assets, light maps are very important maps for the assets inside of unreal engine as they store all the light formation for an asset. The light maps have there their own UV space and need a certain amount of space between the shells. once the light maps have been baked they look better and have minimal impact on performance than dynamic lights which don't require light maps. how I made the light maps was I created a copy of the UV of that asset into a new UV space selected the new light map I wanted the space between the shells to be more than it was, so I selected all the shells when to layout and changed the space to 2% and pressed layout. This rearranged the shells so there was 2% between shells. How my light mapped looked after the 2% layout spacing. After this I took it into unreal and complied the mesh and see if it had any issues regarding overlapping. If unreal came back with any light map overlapping I would have to increase the shell spacing percentage
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1/8/2024 12:05:39 pm
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AuthorWelcome to my blog about my game design and 3D modelling work Archives
December 2016
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