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Teriander

LightMap UV for Unreal

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Ok, I'm trying to create a second UV Map in 3D Coat that effects the same geometry, but for Unreal Engine LightMap.  Apparently in 3D Coat I can only have a single polygon on one UV Set, and not another.  Thus, I can't create a lightmap for Unreal using 3D Coat.  Any solution to this?  Yes I know I can do it in a third party program like 3D Max, but I'm looking to do it in 3D Coat. 

 

Thanks

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You are right.

To create a second UV Map in 3D Coat that effects the same geometry isnt possible yet.

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You are right.

To create a second UV Map in 3D Coat that effects the same geometry isnt possible yet.

Yeah, I even tried using 3d Max to create two UVs that used the same polygons.  Works great, but when I bring it into 3D coat, it deletes one of my UVMaps sets.  Even if I tell it to "Keep UVs" and "Import Tiles as UV Sets", it still deletes a UV set.  

 

Oh well.  This is a problem when exporting for Unreal.  Right now the workflow Im seeing is to unwrap and paint in 3D Coat, then when its ready, use a third party like Max to add the Lightmap UV.  Then once its added, you can't bring it back into 3D Coat or you'll break the Lightmap UV.   I'm surprised this hasn't been addressed yet in 3D Coat.  

Edited by Teriander
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What's the status of this issue?  It would be nice if I can use 3D Coat to create my light maps for Unreal, but it appears sharing polygon faces on multiple UVs is not possible in 3D coat.  Any solution coming? 

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Hi Carlosan and All--

First, Happy New Year! Hope all are well!!!

I now do all my personal UV work in 3DCOAT and am about to suggest that our entire team at work purchases pro seats and so they can use it for big projects. BUT, I'm running into the lightmaps UV0 / UV1 challenge.  We're running UNITY and / or UNREAL and need that extra channel to do our best light map work. I don't trust UNITY to automatically generate the lightmap UVs--I want the guys to be able to set those up themselves. And of course, have the usual texture UVs on another UV channel.

So, any progress on this feature request or a work-around? I don't see a lot of newer posts. Pls advise and thank you so much--
Roger

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If you have more than one UV map in your FBX export, UE4 assumes the first UV map is the texturing data and the second UV map is the lightmap.

If it's not a second channel in the FBX, UE4 will ask you if you want it to generate the light map on your own at the time of import.

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Inside 3DC you cant atm.

3DCoat can only have a single polygon on one UV Set, and not another.

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Is there a convenient and easy way of taking a mesh i've UV'd in 3DC and rapidly telling a tool somewhere to clone UV1 onto a new UV2 channel?  That would do for now.
Else, it is jump thru hoops in MAX to copy and past 2 diff UV sets onto the same mesh.

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