I’m about to take my pc to the repair shop as I think it might be busted, I have been sat here now for 17 hours and have gotten nowhere.
The problem is that in 3dsmax, i cannot use vray to bake a lightmap, yeh it doesn’t sound like a hardware problem, but keep listening… basically it always outputs a blank black image, after baking it 4 times, the 4th time it did output an image but even though I set it to only output the lighting map, it went ahead and baked out a complete map instead.
I figured it was just 3dsmax broken and it needed a reinstall, so after uninstalling and reinstalling it i get the same results, Inpatient as hell and frustrated after wasting so much time at the computer (and i NEED to show results) I decide to use Unity’s built in Beast lightmapper. I set the building out, set it to bake as skylight (using unity pro 30 day trial), and let it bake, come back 5 minutes later and I get this [see attachment]
That looks like either graphics card ram corruption or bad system ram.
Just after I’ve typed this I’ll be taking my PC down to the repair shop to get new ram installed, I know it’s not the graphics card as i tried both of them separately (I have 2 GTX 470’s in SLI) and my old Radeon 4670
Have you checked the texture data isn’t corrupted? It could be a problem with the hard drive. (I’ve just had a two-month-old one die on me, so even new ones can fail. They’re moving parts, after all.)
To me, it sounds like a graphics card driver problem. Try reinstalling graphics card drivers.
That actually looks like a valid lightmap bake, but with faulty UV assignments.
Those are common UVs problems.
Is your object unwrapped or is just box mapped?
To create successful lightmaps through (render to texture 0 ) in Max, your objects must be unwrapped.
You can always ask max to auto-unwrap the object, but its better to do the job manually.
Auto-unrwapping in max doesn’t always work.
Can you post your Max “render to texture 0” options in a picture?
Also, try to post your building UVs in an other picture?
Regarding Unity lightmaps, you can always let Unity unwrarp your meshes in a second UV channel for lightmap baking purposes, but again its better that you unwrap your meshes yourself in Max.
Definetly seems like UV problem… Try messing around with the texturing, as tatoforever mentioned, unwrapping the mesh is the best way to texture models and usually the safest way (to prevent stuff like this happening) Try different simpler models and see if u get the same problem.