I've been working on props with 3DS Max but sometimes, i've got some lightmapping issues no matter what i try with channel 2 layer.
When i import my mmh in Max, i can see where the wrong lightmapping is occuring but i don't know how to correct it properly.
I have tried to edit normals but it seems that the modifier is not working when exporting again (maybe because it is on top of the pile).
As some people have made fixes with some buggy bioware models, maybe someone can explain me how to correct that.
I hope i've made myself clear enough as english is not my native language.
Lightmappable props
Débuté par
princecorg
, juin 20 2011 05:26
#1
Posté 20 juin 2011 - 05:26
#2
Posté 20 juin 2011 - 07:17
What are you doing to correct it? There should be no overlapping on the lightmap UVs - that's the main source of errors. Maybe post some pictures of the issue and your UV layout.
You shouldn't need to add an Edit Normals modifier manually - the script will do it for you. I've never bothered adding it to any model I've exported.
You shouldn't need to add an Edit Normals modifier manually - the script will do it for you. I've never bothered adding it to any model I've exported.
#3
Posté 21 juin 2011 - 08:46
I think i have found what was going wrong : i've made a vase with lathe tool and have forgotten to weld some of the vertices.
I'll look at it after work.
You're right about the edit normals modifier, there is no need for it. I've done about fourty new props and i didn't have issues with lightmapping (at most small issues).
Thanks for your quick answer
I'll look at it after work.
You're right about the edit normals modifier, there is no need for it. I've done about fourty new props and i didn't have issues with lightmapping (at most small issues).
Thanks for your quick answer
#4
Posté 22 juin 2011 - 06:48
Its only overlaps, i think 2 unwelded points on the same spot count as a overlap too...on the lightmap UV.
The edit normal wont account for only lightmap issues, if any it accounts for all realtime lighting as well. You shouldnt need it unless the default smoothing group option (a simple form of normals editting) is not sufficient, which it is most of the time. Stack position wont matter, its what you see is what you get.
The edit normal wont account for only lightmap issues, if any it accounts for all realtime lighting as well. You shouldnt need it unless the default smoothing group option (a simple form of normals editting) is not sufficient, which it is most of the time. Stack position wont matter, its what you see is what you get.
#5
Posté 27 juin 2011 - 08:40
Thanks a lot.





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