Thursday, 10 April 2014

Lightmapping

The final step in preparing the assets for use in UDK was effective light mapping, in order to achieve this I duplicated the existing UV sets for each of my assets and began to unsew and resew sections following a set of rules. Firstly that every shell needed to be approximately two grid spaces apart and secondly that any sewn shell which contained an edge of 90 degrees or more had to be unsewn and made a unique shell. This process was more time consuming than actually difficult.

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