UDK: Lightmap UV Layout Techniques & How to Create Second UV Channel in Maya Part 2/4 [Tutorial #19]

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  • Опубліковано 31 лип 2024
  • Blog Post: www.worldofleveldesign.com/cat...
    In the first part of the tutorial ( • UDK: Lightmap Basics -... ) we covered all the basics and important principles for UDK lightmaps. Now let's go deeper into practical examples and techniques.
    The following tutorial we will cover the following:
    -How to create a second lightmap UV channel in Maya
    -Lightmap layout techniques - padding, resolution
    -How to match UV layout grid resolution to UDK lightmap resolution
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КОМЕНТАРІ • 56

  • @gorkemuzun7451
    @gorkemuzun7451 4 роки тому +6

    8 years later still very important video.

  • @frostypawsgaming1338
    @frostypawsgaming1338 8 років тому +20

    4 years later still very important video.

    • @EyefyourGf
      @EyefyourGf 7 років тому +4

      I respect his dedication and putting tutorials,but some things he is doing wrong here,so il just write here in hope it will help some people,
      You need to substract 1+1 to all your lightmaps grids that you use in your UV editors.
      32x32 Lightmap ? Grid has to be 30x30
      64x64 >> 62
      128x128>>126
      256x256>>254
      etc... of course...
      There is a hidden advanced setting on by default in UDK that say to Lightmass to use 1 pixel border for filtering purpose, so that's 2 pixel on ANY lightmap size. It's still ON in UE4,and that's why we are substracting 1+1
      Values for the grid size,Maya or Max it doesn't matter
      1/30 : 0.033333
      1/62 : 0.0161290322
      1/126 : 0.00793650
      1/254 : 0.003937007874
      1/510 : 0.0019607843172
      1/1022 : 0.0009765625
      I tested this myself,and it works flawlessly,i always had issues with modular walls,you could always see a seams across modular pieces,not anymore tho,and again 1/32,1/64 etc is simply not accurate.
      link to article where you can read about this,in more detail www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/

    • @kasonclark1459
      @kasonclark1459 3 роки тому

      Pro tip : you can watch movies at Flixzone. Been using it for watching a lot of movies these days.

    • @jaidenkalel1312
      @jaidenkalel1312 3 роки тому

      @Kason Clark yup, have been watching on flixzone} for since december myself :)

    • @wesleykelvin4468
      @wesleykelvin4468 3 роки тому

      @Kason Clark definitely, been watching on Flixzone} for since november myself :)

  • @saeedzamani1503
    @saeedzamani1503 2 роки тому

    Couldn't be more clear to understand.
    Thank you so much

  • @Nastea315
    @Nastea315 6 років тому +4

    Dude, thank you so much for your thorough explanation. This is exactly the lesson I needed to understand and use in my work. Awesome job, hope you keep making contents!

  • @dankjeenyus
    @dankjeenyus 12 років тому

    yes ! I'm so excited, your videos are the best I've seen covering light maps in maya and UDK, thanks again soo much, I'll be patiently awaiting parts 3 and 4 :)

  • @andrejim3814
    @andrejim3814 6 років тому

    6 years later and still useful , thanks.

  • @geLokie
    @geLokie 8 років тому

    Very informational video, thank you very much for explaining in a way that I could understand it !

  • @frostypawsgaming1338
    @frostypawsgaming1338 8 років тому

    This was a great tutorial. Good Job!!

  • @WorldofLevelDesign
    @WorldofLevelDesign  12 років тому

    Thanks!
    parts 3 and 4 are coming within this week

  • @RAININGBLOOD78
    @RAININGBLOOD78 6 років тому +1

    Great tutorial, thank you so much.

  • @chillingoutt
    @chillingoutt 9 років тому +2

    Amazing Tutorial! Thanks :-)

  • @KLICKSTOP
    @KLICKSTOP 10 років тому

    Great tutorial!

  • @bandoli66
    @bandoli66 12 років тому

    Great tutorial. Thanks!

  • @slamdaddy69420
    @slamdaddy69420 7 років тому

    Great video, thanks

  • @WorldofLevelDesign
    @WorldofLevelDesign  12 років тому

    thanks,
    In the tutorial I used Maya and UDK (Unreal Development Kit).

  • @Benjam901
    @Benjam901 12 років тому

    :') such a hero quality tutorial!

  • @danaiikatsulajm9878
    @danaiikatsulajm9878 2 роки тому

    great video

  • @DEADMAN66613
    @DEADMAN66613 11 років тому +1

    Sweet videos! Thanks a lot, they really help. I do have one question though: I'm having issues setting up a 2nd UV set for light mapping an object that isn't necessarily a box. (eg a pole, with a rounded knob on the top.) Maybe you could explain, or make another vid on laying out a 2nd UV set for more complex / organic objects? Would be very much appreciated! :D

  • @Wvk5zc
    @Wvk5zc 11 років тому

    Excellent tutorial, thanks alot! One question though, how about for objects that are more curvy eg. cylinder? Whats the best way to uvmap it?

  • @iranaester8156
    @iranaester8156 4 роки тому

    Thanks a lot)

  • @1983Johnny123
    @1983Johnny123 11 років тому

    Thanks for the tutorials, they are great.
    But how can I measure and modify the pixels in UV texture editor in 3ds max?
    Thanks again!

  • @DavidBoura
    @DavidBoura 9 років тому

    What do you think about the actual 4.5 Preview automatic lightmap UV? I'm just a beginner trying to know if it is still better to create them by hand?
    Anyway, your vids here are excellent whatever the engine now in 2014, very well done & thank you!

  • @Haruyuki_Art
    @Haruyuki_Art 6 років тому

    thank youuuu

  • @TichingLAB
    @TichingLAB 10 років тому

    Hi!!!! How to avoid or control the dark shadows on the bottom?
    thanks!!!

  • @i_amthearteest4129
    @i_amthearteest4129 6 років тому

    Perfect

  • @robochrish
    @robochrish 11 років тому

    Fantastic tutorial! Out of interest, why don't you set the grid up on the UVW editor like this- Length and width: 64 - Grid lines every:1 - unit Subdivisions:1.
    Surely this will give the same results and will save doing calculations?

  • @goribigon
    @goribigon 9 років тому

    thanks

  • @dankjeenyus
    @dankjeenyus 12 років тому

    Awsome videos ! Where are parts 3 and 4 ?

  • @ljiljankocurcic8893
    @ljiljankocurcic8893 7 років тому

    This is all good for getting started, but what about some more complicated meshes, like large mech robot with multiple uv channels on? After combining objects in 3d program, laying out LM uv manually would be a nightmare. But still, automatic mapping doesn't provide any better results neither...

    • @WorldofLevelDesign
      @WorldofLevelDesign  7 років тому

      Is your robot a character with a skeletal mesh? Dynamic objects calculate lighting in real-time and don't need lightmaps. For more complex static objects you can duplicate the UV texture channel and use that as a starting point for a lightmap.

  • @FAHDSAJER
    @FAHDSAJER 12 років тому

    now i see why my shadows been wrong but dude i work with 3d max and this is frist time in i know there is light map !! i work with 3d 8 years teach my self wuta west -______- saudia arabia ^_--

  • @arashi8876
    @arashi8876 4 роки тому

    Thanks for this amazing Tutorial ♥ !
    What's the best Resolution for LightMap UVs, 32 or 64? (For UE4)

    • @WorldofLevelDesign
      @WorldofLevelDesign  4 роки тому +1

      That depends on the size of the object and how much of accurate light/shadow information you need. I go low when the object is small and far away. I go higher when it is an important object and larger, near the player.
      Lower resolution will produce less accuracy but also lower lightmap size texture storage, higher resolution will produce better results but also at a higher lightmap texture storage.

    • @arashi8876
      @arashi8876 4 роки тому

      @@WorldofLevelDesign Thank you very much again ♥, This is really helpful !

  • @DJacKnifeAlpha
    @DJacKnifeAlpha 8 років тому

    Does this tutorial apply to UE4 as well?

  • @AlphaChino1925
    @AlphaChino1925 5 років тому

    what's the color of the lightmap? is it pure black PNG like in Blender lightmaps?

    • @WorldofLevelDesign
      @WorldofLevelDesign  5 років тому

      It is just a second UV map that will store lightmap information. There is not color to it until you bake lighting and that lighting information is then stored into a texture and will be different from object to object.

    • @AlphaChino1925
      @AlphaChino1925 5 років тому

      @@WorldofLevelDesign so it's pure black when you have not bake the lighting information? I'm just asking coz some of my client ask for a lightmap that will be exported as PNG image... I used to create lightmaps and bake lighting in UE4, but haven't experienced exporting a 'blank' lightmap as PNG...

    • @WorldofLevelDesign
      @WorldofLevelDesign  5 років тому

      There are 2 things here:
      1. Wireframe of the 2nd UV channel, your lightmap channel
      2. Actual baked lightmaps from the game engine.
      You can export the 2nd UV channel that is going to be used for lightmaps as a regular file (PNG, JPG, TGA etc). This will be a simple wireframe screenshot just like a texture wireframe. If its blank, that means there are no UVs created for that channel.
      Inside a game engine, after you bake lights the engine will generate a lightmap texture. These textures can also be exported but they will contain light/shadow information of your scene and objects within the scene. Although these textures are usually packed into large texture files that contain dozens or even hundreds of objects and their light/shadow information.

    • @AlphaChino1925
      @AlphaChino1925 5 років тому

      @@WorldofLevelDesign Thank you for the info..

  • @lucasatum
    @lucasatum 11 років тому

    where i donate??? :b

  • @Horrificdoom
    @Horrificdoom 8 місяців тому

    Unfortunately it works completely different in UE4 or UE5. Snapping to grid has no point in 3d Maya and you will have infinite shadow seams between modular assets, such as walls or floors. In opposite you don't need to be woried about some organic or spherical meshes in which lightmap is like one strange shell. Lighting on such meshes will be excellent. So on this time i don't understand how to work with such "static lighting" and what reason for existing for it. Yes it works fine in second way, but ugly in first. The only reason is to merge all assets with seams and make one continuous shell. Cause on every edge of every separated shell you'll have shadow seam 100%
    I don't understand why Unreal puts those seams between modular objects. Even if they are crossing each other, so this is not hole between them.

  • @DigitalLoom
    @DigitalLoom 6 років тому

    thats to much man!! seems like more problem solving and sowing then actually being an artist ..that really ruins the fun of design for me!! sighh.it just should not be that hard what is my mesh has like 100 subdivisions on it that means id have to manually position a thousand faces for a building!! there has to be another way!!