YouGroove Posted March 24, 2013 Share Posted March 24, 2013 A quick , short lightmap tutorial. A good video : And now a quick tutorial : not perfect but people should find usefull steps details here Select all faces of the model (A key) in Edit mode Type U key for meny and choose Unwrap In edit mode : select all faces (A key) And choose "Make Seam" on right panel for a quick UV Type Key U on 3D view and choose Unwrap Scale UVs in UV view (key S) And load a tiling texture : On "Image" menu at bottom panel Create a second texture UV : In the right panel choose "Edit mode" Than add a new texture and name it "Lightmap" for example Pace some lights Make Lightmap UV : with second seletecd texture "Lightmap" Choose edit mode on the model, select all faces ( A key) , in 3D view "U" key and choose "Unwrap" In 3D view "U" key for unwrap menu and choose "Lightmap Pack" (You'll see UV well packed in bottom UV panel) With "lightmap" texture previously selected in the rigtht panel We choose Render mode in right panel now. And click Bake button in Bake menu. You sould see your lightmap created quickly. Now in bottom panel in Image mode. Select the image icon to display the image List And for each : just export them as TGA for example. Select the model in object mode and choose export and choose FBX format. That's it your model has been exported as the lightmap. 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted March 24, 2013 Author Share Posted March 24, 2013 Part 2 :LE 3 import 1) Create a new folder on model directory. 2) Choose "Import" and import the FBX model 3) And create a new material Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted March 24, 2013 Author Share Posted March 24, 2013 Blender can bake lot of stuff. Didn't dig it , but you could bake SSAO and lightmap both directly in same texture ? Another LE3 point : Making BSP in LE3 and placing lights in Leadwerks 3, make that these Lights that will be used in static BSP lightmapping, and they will work as dynamic lights on models when running the game. Importing lightmapping from external programs, make that you loose the light information, so you won't have the dynamic lights. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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