Last week I bought you this post, Lightmapping 101, however, I neglected to add a section on auto-generation.
Would you like to know how to never worry about lightmaping for the rest of your life?
If you’re working in Unreal Engine 4, you can start by watching this, the shortest video ever.
Disclaimer! While this is a must for prototyping, a sharp project may need custom authored lightmaps, check out last week’s post for a quick intro into the world of lightmaping in 3Ds Max, Maya and Blender!
About a year ago I created a tutorial in which I showed people new to Unreal Engine 4, how to get around a pesky lightmapping error while saving time and doing as little as possible.
Now EPIC has a much nicer pipeline for lightmaps so I’m creating a new video which shows the how to create lightmaps swiftly inside of 3D Studio Max, Maya as well as Blender.
There’s some more reading below the video, but check it out first, I hope it’ll be helpful to beginner/intermediate users of the applications.
First of, the parts which are not filmed in Unreal can be applied to other engines as well, Unity for example uses the very same setup.
Keeping the post short and sweet, there is a huge amount of materials on creating amazing lightmaps, for small projects where every kb of texture memory doesn’t have to be account for and areas which are small enough to allow for high resolution lightmaps, semi-auto-generation is enough even in a AAA-setting, and an artist in a small indie team just doesn’t have the time to author pixel perfect lightmaps.
I hope you’ll enjoy the video and if you don’t agree with me, leave a comment on our Facebook page!
Are you, as I was, tired of the Unreal Launcher taking up extra RAM needed for light baking and other amazing things? Do I have a video for you, in less than a minute you’ll be free of the launcher (for good?)!
Without further ado, here’s the video, as always, please do like and subscribe, that way I know if you want more or if you’re sick of my voice.