For the last week, I’ve been wrestling with the problem of creating realistic shadows in Unity 2.6 Free Edition - due largely to the lack of support for Globally Illuminated Lightmaps.
I finally figured-out a good work-flow using Gile and Blender as an intermediate stage and I’ve written it all down in a ‘.pdf’ file, which you can download here:
~~http://patricksworkjournal.blogspot.com/~~ Hope that it’s useful to someone out there. Cheers,
Everyone with Unity free should definitely check out your excellent tutorial. How are the baking times in giles now btw? Do you have a lot of control over the lightmap resolution? Also, does giles support AO, bouncing lights and skylights?
Definitely going to test out your tutorial soon man!
Unity 2.6 supports lightmaps as long as you calculate them in some other tool it just doesn’t calculate them for you. Lightmap is just another texture. Unity 3.0 will be able to calculate Lightmaps for you.
But I’m quite sure you knew that - just making it clear