Gile[s] is perfect IMHO. It is up to the user to make it crap or shine.
If you apply a 256x256 texture to an entire level, you're gonna get bleeding on everything including 3dsmax, believe me.
If you know how gile[s] works or you run the auto lightmap wizard, then it's very doubtful you'll ever meet bleeding.
If you apply a 256x256 texture to an entire level, you're gonna get bleeding on everything including 3dsmax, believe me.
If you know how gile[s] works or you run the auto lightmap wizard, then it's very doubtful you'll ever meet bleeding.