Hi…
Ok, so I’m new to Unity and realtime so bare with me.
Now i made a simple scene using VRAY and 3dsmax2009.
1- Barcelona chair with bump map on it
2-A box with red plastic vray material (procedural of course)
3-Wood flooring with normal map
Then i moved onto the render to texture part.
I did a lighmap for the 3 objects i mentioned above. THe lightmap for the chair is for the leather + the metal.
These are the options I had and i took vray lightmap, not total nore raw. This good?
Now these lightmaps i dropped them in Unity for each object. I got this
I thought the chair didn’t look to nice and all so i added a Unity light
Now this is better but does this mean I need to put lights in my whole Unity scene to make things better?Basically simulate the lights i did in vray?
I knew something was wrong with the floor so i slipped diffuse and normal map into “Base” and “Bump” in Unity.
Better… but as you can see I tiled the diffuse and normal to 15 for it to look good. The thing is the lighting map which is made in MAX doesn’t have these tiling values. I mean for the wood i tilled to 0.3/0.3 + i have a UVWmap for that wood floor and i changed those values for it to work in max.
So how can i get a lightmap that colides with the tiling for the base and normal in Unity?
Now i suppose i should do the same for the barcelona chair.
For everything thats procedural like that red box what do i do exactly? Put a lighting specular and slide the lightmap plus put main color to red and leave base empty?
Also as you can see the metal for the chair doesn’t shine much. Should i render to texture that seperately in max and use a different shader in Unity.
How to get the red GI in the floor like you see in vray render.
Thanx you for your time, I know this is a lot of blah blah but if I’m going in the right direction from the start this will give me a lot of extra time for other things to work on.
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