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?
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
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.