I am trying to come up with a workflow from 3dsmax with vray to unity. I am very new to unity so i could be doing a lot of things wrong!!
I have link with screen shots with my settings. https://www.dropbox.com/sh/83tkorxywo984e5/fUTZeAE2JE
max settings
render to texture using vray
checking RTT within max
max FBX export
Unity material setup
what i am having issues with is getting unity to look like the render within max, the materails are a slightly different colour, and i am unsure why?
Any help will be appriciated
You can not expect your model in Unity to look exactly the same as in 3dsMax, or even more so in vray. Unity imports only basic properties for materials (diffuse color, texture, transparency factor, normal map and UV offsets for these textures). It does so because there is no easy way to map offline material to realtime shader material.
My screenshots are 5 attachments.
I thought because I have used the render to texture within 3dsmax, so I have baked my lights into the texture, unity would be ok with that?
I’m possibly going to be doing some videos on how to get this working for you in the near future as im trying to show someone anyways
I cant see your attachments but as said it wont be possible to get a 1:1 correlation in appearance and much will rely on your use of shaders, changing between using lightmaps and using a diffuse colour bake and so on, its not straightforward and you do have to compromise
You can get nice results, however, with some effort
Have you read the other posts on this forum page about this subject? Im just trying to work out what your screenshots mean, like why GI is turned off (If im reading your images corectly) and why you’re using the legacy lightmap shader in unity
I am reading some of the other threads.Like i said I am very new to unity and some of the threads are going start over my head!!!
Image3, GI is off just to check within 3dsmax that the baked textures are working on the 3d geometry so a render will be much faster, and should provide the same results as with GI on.
Can you point me to a tutorial on how to apply the scripts for a lightmapping shader as dicussed in the Daniel Brauer thread?
Thanks for any help
You dont need to use the lightmap shader, its there for legacy purposes, as Daniel says in that thread, the solution in that thread has been superceded in more recent updates of Unity.
There are threads on this page of the forum explaining how to get lightmaps working from max to unity, spend some time with them
hi there!
im also trying to use unity for vray-like realtime architecture… well after a lot of testing i can say that the lightmapping from beast in unity is really awesome and looks much better than vray and flatiron unwrapping ( flatiron is much more accurate than the bakeing solution from 3dsmax )…
i think u get a much more detailed look if u bake in unity and work like hell on the shaders and textures, and build medium poly geometrie with a lot of geometrie details. the rendered diffuse or complete map looks like #$%/ if i put it in unity.
and the most important stuff is postprocessing to get the same look like vray render renderelements merged and tuned in fusion an colorgraded in photoshop…
well if u need a better baking solution, workflow and the best unwrapping tool in 3dsmax, then check out flatiron… its really awesome…