Advice on lightmaps in game engines
on 12-17-2007 09:10 PM
I've been put in charge of doing some R&D for lighting solutions for our current project. Most of the lighting we've done in the past has been handled by vertex lighting and it has served us pretty well and achieved the results we've wanted.
With the early versions of our current project, we've noticed a lot of our environments were lacking crisp shadows which gave the illusion of floating geometry.
After a few tests, the only way we would get these results were by sub-dividing our geometry (going from 1000tris to 20,000tris for a ground plane).
My question to you is, what is the common practice with using Lightmaps?
We are developing this for the Wii and the engine we are using doesn't support multitexturing (applying two or more textures to a single bit of mesh in a single pass: Spec, Bump, Alpha, Normal, etc), but we are looking at implementing this so we can explore the Lightmap avenue.
Now... Does the mesh need to have a unique unwrap for this to work properly (no overlapping UVs)?
Do the UVs have to be contained within the 0 to 1 UV co-ordinates?
Any information you can give me on this would be great. I've done a little research already and found out the basics of how it works. Figured I'd ask here as well for those of you that have worked with this medium before.