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The proper way to do "Manual" lightmapping in blender if you cannot do automatic lightmaps for your specific model. If you are here because you are having bleeding / fuzzy shadow issues with modular game assets and need to make manual lightmaps to fix this, make sure to turn on "Snap to pixel" ( sorry I forgot to mention this in the video). The issue is caused from the UV edges falling in-between pixel space and Lightmass cannot calculate in-between pixel space. ( This really only effects modular assets with baked lighting on them. ) So the fix to this is snapping to the pixels ( In blender ) Here is an image that shows the location of this option in your UV editor ( NOTE: you must first have UVs before this option shows up ) IMAGE: https://i.imgur.com/pKQpB11.jpg One other thing I do not touch on in the video ( Due to time ) is that if you want to REALLY optimize your light-maps, then you will typically want to manually organize all of the "Islands" so that they fit as tight as possible ( with the margin space that you should have for your light-map pixel size ). Meaning, that sometimes, rotating the islands in the UV editor so that they fit as snug as possible ( with proper margin spacing ) will allow you to ( Sometimes ) scale up all of the islands to get more information on your light-map image in the engine. Basically, more optimization will require more manual efforts on your part. Typically this method could take a few "Back and forth" attempts to get a light-map perfect or at least as close to perfect as you can get it. Maya and 3DS max have a few tools that make this much easier but unfortunately using blender, we do not yet have pixel measurement ( Rulers ) available to us in the UV editor at this time. ( could be changed by the time you watch this ) ☕ Buy me a coffee? https://ko-fi.com/toxicitygamedev 💪 Become a Patreon? / toxicitygamedev NOTE: The Unreal Engine 4 can automatically generate your lightmaps and in 99% of scenarios the UE4 algorithm should be able to generate adequate light-maps for you. ( But not 100% of the time ) Since this is a basics course, we will be learning all steps of game development at the basic and core fundamental levels of asset creation. If you feel that you do not need to have this particular core / fundamental knowledge, please feel free to skip to the next video. In this series we learn the beginner fundamentals of Modeling, Texturing, Lightmapping, Creating Collision, Creating LODs, Animation and Importing everything into UE4. 🎮 VIDEO COURSE PLAYLIST 🎮 • Learn Game Asset Creation / Fundamentals C... 💻 Check out the Website! https://toxicitygamedev.com 💬 Join my Discord / discord 📺 Follow on Twitch / toxicitygamedev 🐦 Follow on Twitter / toxicitydev 👌 Follow on Google+ https://plus.google.com/+ToxicityGameDev 👥 Follow on Facebook / toxicitygamedev MUSIC INFORMATION: SONG #1 Music provided by Argofox: Ghost'n'Ghost - Spooky Thoughts • Ghost'n'Ghost - Spooky Thoughts [Argofox R... SONG #2 Music provided by Argofox: Digital Math - Journey (Part 2) (Polygon Remix) • Digital Math - Journey (Part 2) (Polygon R... SONG #3 • Catmosphere - Blanket Fort [Royalty Free M... SONG #4 • Ampyx & R&W - Pepper [Royalty Free Music] SONG #5 • Zythian - Prismatic [Royalty Free Music] SONG #6 • Ampyx & R&W - Pepper [Royalty Free Music]