I’m working on the lighting for an iPhone game and I’m running into a problem with the lightmaps.
I’m using a single lightmap per scene and the graphics are quite cartoony and stylized so it is using very high contrast. I’m making heavy use of Ambient occlusion on the lightmap and I’m fairly content with the overall lighting.
However, there is just one problem; our levels are made with a building block system using 2 by 2 ceiling, wall and floor panes.
As you can tell from the screenshot, the ambient occlusion isn’t very happy with that. Does anyone know a clever way to keep the AO depth on all other objects but avoid the dark edges on all of the separate ceiling panes etc?
My current beast settings are also shown on the screenshot.
I would say export the meshes with same material as one Obj (obj export script in the wiki is your friend). Then load this obj files into your 3d graphics software and make it to one mesh each really. Or even make it to one mesh all together. Use remove doubles (Blender) or similar feature to get rid of the double vertices. Save as one mesh, and replace your current geometry by this optimized meshes. This should also give you an performance boost since now it needs ways less drawcalls than with this single pieces.
Thanks for the quick reply Tiles, much appreciated.
I know that would solve the issue, but I was hoping for a more convenient option like altering some beast settings or something.
Besides, there shouldn’t be a performance increase from making it 1 mesh because all tiles get batched together anyway.