15. LIGHTBAKING ITERATION #4

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Some lighting artefacts are now gone on several models.
These model UVs are now pelt in 3DSMax.
New materials are used for the floor (with normal and specular maps).

Q15. LIGHTBAKING ITERATION #4

1 comment

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  • William Palmer - June 29, 2015 reply

    Man, it took forever to get the light baking right in Unity 5.1 for my “VROOM: Aerie” project. I must have lost 2 weeks just tweaking and regenerating, because I wanted both day and night lightmaps. Unfortunately, 5.0+ seems to have a bug importing lightmaps at runtime, so I had to just release with day. (Plus there were all the usual visual glitches and weird face-normal problems with their lightmapper.)

    Anyway, I really appreciate what you’re building and wish I could help somehow. (I just rewatched BR for the umpteenth time this weekend.)

    If you haven’t tried Unity’s Built-In Occlusion yet, it should help with your project immensely. Since most of your objects are static, you just need to enable occluder/ocludee static and then click the Bake button. Et voila: more Frames Per Second!

    Oh, here’s a thought: you could put a sleeping Rachel on the bed without too much work. 😉

    I’ve learned a lot about Unity during the past year, and am still learning things. Can you believe i just realized the other day that I could be importing .blend files directly from Blender instead of importing/exporting FBX’s all the time and losing coordinates? Ha!

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