Friday, October 24, 2008

STATIC MESH LIGHTING BREAKTHROUGH

HI GUYS, IT SEEMS HAVING A SECOND SET OF UV's FOR A LIGHTMAP CHANNEL IS CRITICAL. GIVEN THIS IS THE WAY EPIC SETS UP THEIR STATIC MESH'S THIS PROBABLY SHOULDN'T HAVE BEEN A SURPRISE. HOW TO DO THAT? IT'S ACTUALLY NOT THAT HARD ... ONCE YOU KNOW.

THIS LINK AT HOURENCES LAYS OUT THE PRINCIPLES: http://www.hourences.com/book/tutorialsue3lightmap.htm

AND THIS ONE AT WAYLON ART TELLS YOU HOW TO USE THE UV EDITOR IN 3DSMAX: http://waylon-art.com/uvw_tutorial/uvwtut_01.html

THE BREAKTHROUGH FOR ME WAS AT THE END OF SECTION 3 WHERE HE TELLS YOU HOW TO SEPARATE OUT THE DIFFERENT PARTS OF THE MESH ... I.E. IN THE UV EDITOR YOU ARE FACED WITH A MESS OF OVERLAPPING POLYGONS AND IT SEEMS IMPOSSIBLE TO SELECT THEM TO REARRANGE THEM LIKE HOURENCE SAYS YOU HAVE TO; BUT WAYLON POINTS OUT THAT YOU CAN SELECT THE POLYS IN THE PERSPECTIVE VIEW AND THEY ARE SELECTED AT THE SAME TIME IN THE UV EDITOR, MAKING FIGURING OUT WHAT REPRESENTS WHAT VERY EASY.

DOING SQUARE THINGS IS EASIEST, AS YOU WOULD IMAGINE, BUT WITH SOFT SELECTION CURVY THINGS WOULD FOLLOW THE SAME METHOD.

I'M HAPPY TO DO A GROUP TUTE ON THIS NEXT WEEK SOME TIME, MAYBE TUESDAY EVENING? (A FEW OF YOU ARE COMING IN THEN ANYWAY...) SAY 6PM?

LEAVE A COMMENT BELOW IF YOU WANT TO JOIN US.

CHEERS

3 comments:

Jules said...

I'll drop by to check it out at six if that is still the plan. I covered a bit of the texture unwrapping when i was doing custom characters so combined we should have an even better understanding

russell lowe said...

cool, six it is.

Jacob Schwartz said...

Hopefully I'll be there by 6.