Started using unreal back when UDK first came out and I do love the engine but I really wish you guys would add an options like in cryengine and lumberyard where you don't need light maps and can still get good results and performance. The cryenine realtime lighting and environment probes are so freaking amazing and fast and you never have to make light maps.
Another nice stream, thanks guys. if Tim Hobson still have some info about light he didn't discuss in his previous steam hope you guys can make a new one since with all the new light tech added after 4.15 .
Is it possible to use multiple static meshes (switched by blueprint) sharing the same lightmap? Like wall variations with basically the same(very similar) lightmap uv information. I want to use a base wall mesh for the lightmap bake, and later change the meshes for variations (there would be variations on the modells too, not just materials) That way I coul spare a lot of extra storage space (mobile platform) and it could boost my workflow speed as well.
I am importing assets from the Bridge library, and they do not have any lightmap UVs setup. I go to try and generate them and they don;t work properly. Like, UV channel 0 being textures, channel 1 being light map, but there are like 6 UV channels, probably for each LOD? but those LODS have their UVS all over the place and when you build lighting, and move back, it shows shadows all over the place. What can I do to fix this issue? Is there a way in the newest update of UE4 were you can simply generate Lightmaps for each LOD at once? To me, without this being done for you there is no point in using any 3D assets from Bridge because it causes light mapping errors. :(
Sadly VERY chaotic presentation with very little useful information about the subject! ...honestly guys you should be more prepared! :S Why to show the SAME EXACT examples you have on the wiki?!? We come here to learn something NEW!!! Repeating "lay the UVs as it MAKES SENSE" is not helpful at all!! Just wasted an hour!! :S I'm very disappointed! :S
Its hard to dive deeper without getting off on a tangent about other related but off-topic UV and lighting knowledge, but to say that all they said is "lay the UVs as it MAKES SENSE" over the course of an hour is just ridiculous. There was lots of good info such as generating the lightmaps, what an optimal lightmap looks like, lightmap resolution, auditing lightmaps as a scene, auditing UV issues in 3D view, when and where to scale up lightmap resolution after fully utilizing your UV space.
I really like long videos especially training videos but this guy with his broken arm should have better stayed at home. By all respect, he wasnt prepared at all. I dont care if he needs to rebuild and rebake. But talking about the same topic repeating himself over and over again by just adding the comment that it makes sense to him explains to me that he never teached to kids or anybody else. To mention that it makes sense to you is something that noone wants to know in a training video. The time he spend on adding (a uv modifier to unwrap a cube) could have easely spend to manually set seams and unwrapping a cube that would really make sense. The cube was one of my first uv lessons in 3d i showed and teached to kids because you can do it on paper n scissors very easy.
So what you want me to do is pirate autodesk (epic studios, that I can do but I want to stay with bkendee) so I can utilize these examples while porting it over to blender. Why well because (A) I have no idea if Autodesk UV pipeline is better then blenderBut(you have shown no examples with blender.
I’m creating a FPS game in unreal engine 4, if you guys are interested in working with me to create a game I need artist, modeling, animators, etc. Hook me up if you are interested
I don't have any experience, but I am currently in the process of building a PC. Should have everything together by the end of February. Planning to download Unreal Engine 4 and I'm watching these videos to learn more.
Such a confused broad, leading so bad the discussion, juggling nervous every now and then, stacating words making no sens... Could have been so much better prepared on such important matters.
Started using unreal back when UDK first came out and I do love the engine but I really wish you guys would add an options like in cryengine and lumberyard where you don't need light maps and can still get good results and performance. The cryenine realtime lighting and environment probes are so freaking amazing and fast and you never have to make light maps.
work with lightmaps in UE is hell
This was gold! I was able to identify some mistakes I was making, thank you!
So cool seeing Ken Pinmental & team helping drive Unreal!
Another nice stream, thanks guys. if Tim Hobson still have some info about light he didn't discuss in his previous steam hope you guys can make a new one since with all the new light tech added after 4.15 .
You guys really need to bump up the audio.
Is it possible to use multiple static meshes (switched by blueprint) sharing the same lightmap?
Like wall variations with basically the same(very similar) lightmap uv information.
I want to use a base wall mesh for the lightmap bake, and later change the meshes for variations (there would be variations on the modells too, not just materials)
That way I coul spare a lot of extra storage space (mobile platform) and it could boost my workflow speed as well.
lighting in ue is hell...
@@ethanwasme4307 dear sir, we have Lumen now!
@@ethanwasme4307 it runs fine on Non-RTX though! Silky smooth on my 1080GTX.
I am importing assets from the Bridge library, and they do not have any lightmap UVs setup. I go to try and generate them and they don;t work properly. Like, UV channel 0 being textures, channel 1 being light map, but there are like 6 UV channels, probably for each LOD? but those LODS have their UVS all over the place and when you build lighting, and move back, it shows shadows all over the place. What can I do to fix this issue? Is there a way in the newest update of UE4 were you can simply generate Lightmaps for each LOD at once? To me, without this being done for you there is no point in using any 3D assets from Bridge because it causes light mapping errors. :(
Thats a good question. Long time ago and you probably found a good solution for this?
Sadly VERY chaotic presentation with very little useful information about the subject! ...honestly guys you should be more prepared! :S
Why to show the SAME EXACT examples you have on the wiki?!? We come here to learn something NEW!!!
Repeating "lay the UVs as it MAKES SENSE" is not helpful at all!!
Just wasted an hour!! :S I'm very disappointed! :S
Its hard to dive deeper without getting off on a tangent about other related but off-topic UV and lighting knowledge, but to say that all they said is "lay the UVs as it MAKES SENSE" over the course of an hour is just ridiculous. There was lots of good info such as generating the lightmaps, what an optimal lightmap looks like, lightmap resolution, auditing lightmaps as a scene, auditing UV issues in 3D view, when and where to scale up lightmap resolution after fully utilizing your UV space.
@@lakecityransom yehh and he forgot to mention texel density to his spiritual knowledge about unwrapping uv in a "make sense" way.
Look at Tim's Arm. Corporate is Hell. No one will help you even if you are hurt. "Corporate Must Go On" kind of $ H ! T
ok karen
Amanda Bott is the best!
Kevin32001 I don't really like her voice
Twist - I think it’s one of the best parts about her.
Is anyone else noticing those weird little ripples ? or am i hallucinating ?
I really like long videos especially training videos but this guy with his broken arm should have better stayed at home. By all respect, he wasnt prepared at all. I dont care if he needs to rebuild and rebake. But talking about the same topic repeating himself over and over again by just adding the comment that it makes sense to him explains to me that he never teached to kids or anybody else. To mention that it makes sense to you is something that noone wants to know in a training video. The time he spend on adding (a uv modifier to unwrap a cube) could have easely spend to manually set seams and unwrapping a cube that would really make sense. The cube was one of my first uv lessons in 3d i showed and teached to kids because you can do it on paper n scissors very easy.
So what you want me to do is pirate autodesk (epic studios, that I can do but I want to stay with bkendee) so I can utilize these examples while porting it over to blender.
Why well because (A) I have no idea if Autodesk UV pipeline is better then blenderBut(you have shown no examples with blender.
th-cam.com/video/yXi-e_ALnRs/w-d-xo.html
I’m creating a FPS game in unreal engine 4, if you guys are interested in working with me to create a game I need artist, modeling, animators, etc. Hook me up if you are interested
I don't have any experience, but I am currently in the process of building a PC. Should have everything together by the end of February. Planning to download Unreal Engine 4 and I'm watching these videos to learn more.
i nothing not understand because this ideo dont have subtitles
this guy is so mansplaining I can barely stand him, I think co-hostess should sue the hell out of him
The entire point of the video is for him to explain things about Unreal. I think you need professional help.
ok karen
Such a confused broad, leading so bad the discussion, juggling nervous every now and then, stacating words making no sens... Could have been so much better prepared on such important matters.