Hi there ,
Hope you are fine and having a good time.
Can you help me out guys.
I was doing some studies on modular assets lightmaps in which I am using blender with Unreal. The thing is I cant change UV grid spacing in blender . But I do know other software’s like 3ds max and Maya can do that . So is there any way I can control uv grid size in blender . Attached is the pic of 3ds max. If you want to ask why I want to do that then the reason is that Unreal engine needs a second channel uv for the light map. In which it uses 1/128 or 1/64 or 1/256 grid size and so on. And I want to use that grid in blender so that I can snap uvs on grid based on the value tha we get from (1/128, 1/64, 1/256) for lightmaps. Here is a link pic of other software where we can change the size of uv grid .
I am thinking for a solution to get flawless uv map lighting . Without changing the world setting and lightmass.ini for unreal. I need a solution for 2nd Uv lightmaps. Do share if you have knowledge about it.
We can specify subdivision number of grid but cant give the value of 1/64 or 1/128 so that it can match unreal uv grid channel. Thats the whole reason I am asking I know blender has now introduce subdivision of grid in uv inside blender 3. But thats not what I am looking for.
No , its a good feature but its not what I need . I want grid size based on these values 1/64= 0.015625 or 1/128 =0.0078125.
If I can make grid spacing on these value I will be able to snap my UV’s on it. So later it will be easy for me to bake it inside unreal without any artifacts . Its really important for modular assets. I have seen a lot of discussion on it on unreal forum. Here you can find it .
I will need to rebuilt lighting in unreal . Let me check if this works it will solve ALOT of issues . If not I will ask it here again. Thanks for notifying the values of UV vertex looks close enough of 1/128 value. Lets see. Hope this will solve it. Thankyou.