Currently, I´m working on a project with some dudes and want to create a lightmap for an entire city. I watched the Tutorial on youtube on how to create lightmaps on the terrain. I exported the terrain by using the ObjExport Java Script, and also a building, just to test if it works. As I merged terrain and building in my scene, I changed all settings for the direct. light as described in the tutorial.
When I render the scene, everything looks perfect, but then, when I want to render to texture with the appropriate settings, I get a Lightmap which Unity doesn´t import automatically. If I Import the .tif Asset manually, and drag drop it on the terrain lightmap slot (and activate lightmap in the terrain options), the lightmap does show on the terrain, but not in the correct size and rotation (and yes, I did everything exactly as it is described in the tutorial, I also resized it in Photoshop).
So my Problem is: it looks like the terrain didn´t get an unwrap and the lightmap is just overlaying with the size and rotation 3dsmax has rendered. Most areas are just black, the lightmapped city is really tiny and not rotated correctly. Can anyone help me with this problem ?
You said your problem seems to be the Uv set.
FBX is working great when exporting from Maya to Unity. I do not have any problem.
3dsmax is also an Autodesk product using FBX, then you could try it to see if it help to resolve your issue.
Now about the Tutorial and plugin you are using to render a lightmap I do not know it then I cannot help you on this field.
You’re probably unwrapping the UV of your Terrain in Max’s Render To Texture window or rendering another UV channel.
Make sure you have “Use existing channel” selected and Channel “1” chosen before rendering. Then try to render it again.