Export Lightbaked models back to Maya

So unity is able to generate a second set of uvs for light mapping, and beast is able to push out quality lightmaps with AO and final gathering.

I was wondering if it is possible to take these newly light baked models in Unity and export the models with the 2nd uvset back into Maya. Its a simple matter of opening the beast generated light maps in photoshop and saving them out as .jpgs. But I haven’t found a way to retain that 2nd UV Set on those models outside of unity.

For those wondering, I am working on a project where I need multiple light maps created of sample homes that consist of 70K plus triangles. The rendering times to bake AO, Direct Light, and Final Gathering passes in Maya are outrageous on my machine. I was able to bake all three passes in beast in about 10 minutes for one house. I also need to showcase these models in other platforms like sketchfab…hence why taking the beast light maps out of unity is needed.

thanks

I think I solved it.

While In maya, create both UVset 1 for your diffuse/normal/etc textures and UVset 2 for your light map. Bring in that model into unity, but don’t check the “generate lightmap UV”. Bake the model as normal with Beast. It bakes the light map according to the imported UVset 2 you defined in Maya. Open the light map up in photoshop, and save it out as .jpg.

What version of Maya? Maya 2014 has Turtle Render as an option to do the lightmap stuff; is very similar to Beast (if not the same).