Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies) Members Gallery
(516 replies)
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Lightmaps, overlaping UV elements?
show user profile  Nanne
Hello mates!

I was working on unwraping a (in-game low-poly) house and I was overlaping some of the UV element to save space on the diffuse map. Parts of this house have simular texture so it will work. However I was planing on generating lightmaps for the house, now THAT can generate problems with the overlapping elements, right? The diffuse texture of the overlapping elements are supposed to be identical but they are located at different places in the house so the lightmaps will not be identical. Am I right?

Now would it be a good solution to have a different map channel for the diffuse map and the light map? That way I can save texturespace for the diffuse and add extra detail. The lightmap on the other hand doesn't need to be quite so detailed, but can not have overlapping UV elements, right?

Well, not really a question here, rather a solution but what I want to know is if my solution is a good one or if you have a better one?

Cheers mates :)

Kristoffer Helander
  :: Works ::   |  :: Resumé ::   |  :: Contact ::   |  :: CG Blog ::   |  :: Links ::     
read 327 times
3/23/2009 4:29:50 AM (last edit: 3/23/2009 4:29:50 AM)
#Maxforums IRC
Open chat window