Cinema4D C4D importing a model steps!

This is probably my first time trying to get one model into unity and i am facing a problem with the texture.
I made a mesh, did the bones and animation, all fine (it’s a character mesh).

Then added few materials with color and specular color channels.

Now all i need is to bake all the colors into one texture so i can slap it onto the model in unity, and i can’t seem to get it right.

I had to combine all meshes into one, so i ended up with one mesh and many materials set each with a selection.

When i go under render menu, then bake object… the whole thing screws up, all colors get mixed and nothing shows in the right place…

of course, when i bring that texture into Unity, the model colors are all screwed too!!!
can someone tell me what am i missing here ???

I have been at this for the past two days, looked everywhere on the net, but nothing so far seem to help!
your help is greatly appreciated…

If you can list some steps for everyone that’s trying to bring a model into unity, that would be great.

seems my question is too hard to be answered…!

If you combine several meshes you will certainly have overlapping UVW coordinates, so you need to unwrap your mesh. To do this automatically you could set the option “Optimal Mapping” in your Bake Texture tag.
Furthermore you have to ensure that each vertices has only one texture coordinate assigned - you might have to use “Disconnect” on some of the polygons.

so before i bake object, i should go under the bake texture tag and select Optimal Mapping ?
i don’t think i understand what you meant by each vetices has only one texture coordinate assigned ?
For example, i have a set of polygons with one assigned material , and so on for the rest of the mesh, how do i go about setting texture coordinate (i don’t know what that means by the way!)?
So each material corresponds to a set of polygons with a selection tag, is that good? bad? need to be adjusted in anyway?

Using polygon selections for your “bake mesh” is ok. For the export you could copy your mesh in a new C4D file and delete the polygon selections and just assign your baked texture for the whole mesh. You must not delete the UVW tag.

What I meant with those vertices is that if you move your polygon it should be disconnected from the other ones, so each polygon has its own set of vertices.