Final Major Project - Preparing Lightmaps for Unreal Engine
Now that my model is UV'd and textured before I bring it into unreal I need to generate light maps for all objects on my model. How I did this was simple, each light map needs to be in the 0 to 1 square box provided. Not like texture maps which are scaled to size.
So, what I did was went to my UV Set editor and copied the current map and made the large texture scale fit to that 0 to 1 box. Since this has been done on a copy of the original map the textures are not affected. From here I need to export my model out of Maya and import it into an unreal scene.
Here is the same UV set editor but with the selected copy (light map) highlighted.
Now I need to import my model into unreal. Firstly, export my model as an .fbx file.
Firstly I created a project directory and then imported my model with the correct .fbx settings.
So, what I did was went to my UV Set editor and copied the current map and made the large texture scale fit to that 0 to 1 box. Since this has been done on a copy of the original map the textures are not affected. From here I need to export my model out of Maya and import it into an unreal scene.
Here is the same UV set editor but with the selected copy (light map) highlighted.
Now I need to import my model into unreal. Firstly, export my model as an .fbx file.
Firstly I created a project directory and then imported my model with the correct .fbx settings.
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