I would like to know your opinion: it is better to create lighmaps in Cinema4D or directly in Unity system using the beast? I have to build my house and I want to walk in
It actually depends on some factors, but I’d definitely say that if you’re more proficient in using C4D’s Advanced Renderer, that’s the best option for you.
As long as you can load your custom lightmaps as they were Beasts ones
(Ehi simo! Son sempre io, Emanuele )
It is definitly simpler and faster to set up efficient lightmapping in Beast, especially if you go with dual maps. However, in Unity Free there is no GI and AO supported(like the basic C4D-renderer), so you might consider using the C4D Advanced Renderer then.
As I have no advanced renderer module for C4D I just stick with Beast.
considering that we have the pro version
I would prefer Beast then as its easier to setup.
I would prefer beast because C4D can’t render anything but lightmaps. At the time this holds also for Beast but beast has additional things that allow the static baked lighting to affect dynamic objects moving through which onces implemented will raise the quality to a level thats just impossible to achieve with anything external (as you can not calculate it outside at all)
I think that Cinema4d has a render engine much better than Beast (in quality) but think also that is very difficult to export from c4d the baked textures (many UVmap work needed), while lighmapping directly in Unity is more easy? Do you think is correct what I sayng?
Cinema 4D’s Advanced Renderer is “alright” but creating a second UV set and successfully exporting this is something that will drive you insane. Not only is it tricky but also very time consuming due to the way C4D handles UV’s (try to figure out on which side the uv tag needs to be - fun).
Secondly, breaking up a model into parts and trying to bake the two pieces in C4D will result in visible seams that are hard to correct.
I suggest using Autodesk “Beast” since it will make for a much faster workflow/pipeline. We have been using Beast ever since it was available through the beta and we are glad we did. Saved us a ton of time and hassle we previously had with Cinema 4D. I am not looking back at this point.
ok but in Cinema4d, defaults AR3 options give very good result and you have much more control like texture rotating on a mesh! In Unity you can’t rotate the texture (only tiling and scaling) . And with default lightmapping options we have many problems like strange spots and normals problem
Or not?