Sounds difficult - it isn't really.
Sounds awkward - that it is.
Sounds awkward - that it is.
You've just got the hang of unwrapping UV's in Maya for texturing your model, which you're then going to import into UDK for a nice imaginative and professional scene. Then you learn about lightmapping. Lightmapping is what allows for proper lighting and shadow upon externally inserted models in a UDK scene, for those who don't know that. Bear in mind, I'm writing as if addressing a complete novice to the Unreal Engine and its scary interface. I was a complete novice not so long ago - I could probably still claim that title now, but, as stated previously, I'm a fast learner. Yes, I'm definitely an amateur. -Ahem- I digress.
So not only do you need to unwrap the texture UV in Maya, you have to create a second UV for the same model, which will be created as the lightmap. It has to be unwrapped properly, with each shell in its own unique space - generally with about 2-4 pixels between each shell if you are working on a grid equal to the UDK grid. Well, that worked for me.
Anyway, all of this means that an imported, fully textured model will be lighted correctly, shadows being cast in the right manner according the direction of the light baked in the UDK scene.
To anyone completely new to this, it may feel complicated, but as long as you follow the right steps and look up tutorials (there are plenty out there!), then you'll get there.
Just to finish up, here's the result of my lightmapping project for uni. In the end I came out with some pretty cool shadows I think. I'm not saying its perfect, but nothing and no one is. For a first attempt, it's satisfactory. (It features the two low poly models I posted not too long ago, in fact)
Anyway, all of this means that an imported, fully textured model will be lighted correctly, shadows being cast in the right manner according the direction of the light baked in the UDK scene.
To anyone completely new to this, it may feel complicated, but as long as you follow the right steps and look up tutorials (there are plenty out there!), then you'll get there.
Just to finish up, here's the result of my lightmapping project for uni. In the end I came out with some pretty cool shadows I think. I'm not saying its perfect, but nothing and no one is. For a first attempt, it's satisfactory. (It features the two low poly models I posted not too long ago, in fact)
'Til next time xx





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