Thought I would tie this info together in a new post.
For any Cinema 4D users wanting to use tileable textures and lightmaps inside of Unity3D on multiple objects via multiple UV sets here is a pipeline…
UVmap your Tileable Textures or Texture Atlas for your objects in C4D first. Then using Baked Object with a white material (so your lightmap has no colour baked) bake out your objects and be sure you have C4D setup to create new objects with the new Baked UV map. For the Lightmap baking workflow Thomas’s Lightmap Baking or The Game Artist - Essentials video’s explain this process very well 3dattack.us
Edit your newly baked Lightmap Material texture by changing it from the Luminance channel to the colour channel. Export your scene as .fbx
Buy yourself a copy of Cheetah3D (currently on special for $99 with free upgrade to v5) http://www.cheetah3d.com/ and then download the free UV Stepper script for Cheetah3D (kindly created by Hiroto) Cheetah3D - 3D Software for Mac
Thanks to a request by Visualizer_Productions from this forum to Hiroto to add copy/paste of UV sets from one object to another has made this process possible.
Place the UV Stepper script into the following folder using Finder:
Applications>Cheetah3D>Scripts>Tool>
Import your .fbx file into Cheetah3D. Select UV editing mode (not sure this is needed, just how I do it). Select one of your Baked objects and then select Polygon mode and Selection>Select All from top Menu. Now run the UV Stepper script from the top menu Tools>Script>Tool Script>UV Stepper. The UV Stepper panel will now appear in the Tool Panel right of screen. Under “Copy UV Set” make sure UV1 to UV2 is selected from the dropdown. Now click “Copy”. This moves your baked UV set to UV2 to appear as your Lightmap in Unity3D.
Now select your original UVmapped (tiled or Atlas) version of the same object. In polygon mode Select All and using the UV Stepper again, go to “Copy Object UV Set” and click “Copy”. Now select your previous corresponding Baked object and click “Paste” under “Copy Object UV Set”. This UV map set will be added to UV1. Delete your original UV mapped object. With your Baked object selected add a “Baked Texture” tag from the Render top menu option. We are not baking in Cheetah however the tag is required in order for the two UV sets to be retained into Unity3D.
Repeat the above for all your baked objects in your scene. Save as a Cheetah3D .jas file and import to Unity3D.
Inside Unity3D create a new material for you object using a Unity Lightmapped shader and drag your objects Tiled or Texture Atlas image inot the Diffuse channel and your Baked Cinema 4D Lightmap texture into teh Lightmap channel.
Okay it is a long workaround but at least is now possible to do for a pretty cheap price. You can even use Cheetah3D to do your animations instead of Cinema 4D.
I believe MArtin at Cheetah3D is adding some nice improvements in v5 to aide this process visually inside of Cheetah3D.
Thanks to all the above guys for allowing such a process to be possible.
Neil.