Summary

We learned a lot in this chapter about:

  • The different types of lighting used when designing in UDK
  • What lightmaps are and how to apply them
  • How to adjust lightmaps on CSG surfaces
  • Lightmaps on static meshes

So what have we learnt? We have learnt about the different types of lighting used in UDK. We know the basics of light mapping and how we can apply them to CSG surfaces and static meshes. In the next chapter, we will be looking at the different particle effects used to bring depth and character to our level.

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