Do Cheetah’s baked textures usable in Unity? I haven’t been able to make them look correct.
In Cheetah 3D, I have an polyobject and a light source. I do the Bake and then save resulting texture. Then I use the texture on the object in Unity, but the texture doesn’t “fit” the object. The UV mapping is all wrong.
I make a daily use of Cheetah baked lightmaps in Unity : they work very well, indeed. Even greater (maybe in Cheetah 5 ?) would be to have access to all baking and exporting features via script, so that you would easily make one-click baking/exporting scripts, avoiding to re-bake and re-save each texture individually for big objects and/or big scenes with dozens of textures, every time there is a slight change in Cheetah lighting. Time is money, so this feature alone would motivate several Unity users to buy the upgrade, IMHO.
I am having the same problem as OP. I suspect it’s something to do with naming? I bake and save the mapped texture file but the resulting object looks like this in unity:
Here’s something that MAY work, it’s an “issue” in 3ds Max as well if you’re new to this, Somewhere in Cheetah there will be a setting either when you bake or before you bake (usually in the same place as the auto-packer/where you arrange your uv islands), there will be a setting called UV Channel, this will most likely be set to either 1 or 2, this needs to be set to 0 for it to work.
IF this messes up your models textures before you actually bake the model (as it would in 3ds Max) then you will need to change the UV Channel settings after the bake, make sure you ‘move’ the UV’s from channel 1/2 to 0.
The underlying issue though is that your UV’s haven’t saved, and from the image it just looks like your primary UV’s are on the second (UV1) channel instead of the first (UV0)
Hah, I got it working, KINDA. At least I know the texture can wrap around the object properly. It just needs to be in a subfolder called Textures and have the exact same name as the object. And it turns out Cheetah uses UV1 and UV2 not UV0 and UV1 which was causing some confusion.