Can Beast generate UV2 automatically

I am just trying to understand exactly what Beast will do for me in Unity 3.

Will I still need to create objects in my 3d tool complete with a UV2 that has been mapped across all the objects in a scene, or will Beast allow me to import objects only with a texture UV and actually generate the UV map in addition to backing the textures for UV2?

Thanks

Unity can generate the UV2 or you can do it yourself in your 3d app.

Awesome. That will be such a massive time saver.

Thanks

Are you guys planning a blog post with a video overview of how to use Beast?

That would be really helpful.

Wait, so what’s the difference between UV and UV2? UV2 is the lightmap for an object?

If the object has a lightmap, it’ll use UV2 for it. Doesn’t necessarily mean that UV2 is restricted to only lightmaps.

Yeah, we’re going to make one. We released a little reel this week about lightmapping ( http://unity3d.com/unity/coming-soon/unity-3 ) but it was just a simple highlight video. We’ll do a proper walkthrough soon. But you’d be surprised just how simple it is to make good looking lightmaps with this :wink:

I think in general the much more predictable, cleaner workflow is to copy the UVs of all the objects you want to bake a lightmap for from UV Channel 1 to UV Channel 2 and use packing to move all the UV Shells in place. That’s a 3-4 minute thing that you can do in Max, Maya, etc.

Usually it doesn’t quite matter that much anymore that you get 100% pixel resolution for the lightmap, since the data can be a little blurry and still work out just fine.

We always used UV Channel 2 for AO and put AO into the colorMap alpha.

Is that possible in Unity, btw? To define a separate channel of a map AS the place where a specific map is sotred? If not, this should be implemented ASAP, since it saves a LOT of space.

what about using Beast to bake into vertex color instead?