Nick Kang wrote:
> BTW, if you're using Max, an easy way to break all
vertices is to export
> the
> scene as VRML (*.wrl), then re-import it. A downside
is, even coplanar
> verts will be separate tris and you may start to see
seams in the
> lightmaps
> once you start reducing their resolutions. This is the
way I prep the map
> geometry in my shooter before doing the lighting.
>
Awesome Nick. You guys have given me a lot of things to try
the next time I
tackle lightmaps.
-Chris
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