What happen with the “HOW TO Lightmap an environment” content in the docs ? , it doesn´t exist now ( but it is referred to in the FPS tutorial) and I am very interested in the Unity solution for that question.
Thank you
What happen with the “HOW TO Lightmap an environment” content in the docs ? , it doesn´t exist now ( but it is referred to in the FPS tutorial) and I am very interested in the Unity solution for that question.
Thank you
…this gives hope, it can be done by pressing a button in Unity 2.0
Yeah… autolightmapping would be so great!
This was noted in a previous thread that had some links…
Some possibly useful links- All windows dependent stuff. Untested, use at own risk.
http://cg.cs.tu-berlin.de/~ki/3del_1419_src_feat_lmap.html
http://www.awingsoft.com/zips/lmmaker039.rar
(rclick >Download linked file if you have a PC)
Also a search for lightmapping tutorials is productive. I guess how-to of lightmapping means OTEE have to write a different page for each app. I can say this: If you are lightmapping a terrain, you would typically use the same UV set as a top down ortho, which is generally the default for terrain. So if you can render a top down greyscale of your terrain, size it to power of 2, you should be able to use it with the lightmapping shaders. The Unity Magazine currently being compiled will have a really good lightmap tut in it.
Im lucky enough to have been shown by a pro, and now baking maps is one of my favorite activities. Hopefully it will be something everyone knows how to do soon.
AC
Light mapping varies between 3D modeling apps … which 3D package are you wanting to create light maps in ? If you are more specific then maybe you’ll get better help
J.
Bring that on …
Is it possible to create lightmaps in Cheetah3D and export with the model (FBX for example) to Unity?
Sorry I can’t help with Cheetah3D questions directly, but from what I can gather from the specs, theres no lightmapping or texture baking functionality natively ( maybe with a plug-in renderer?)
Cheetah3D does have good integration with Unity tho from what I’ve read in past threads and from the Unify wiki: unifycommunity.com - unifycommunity Resources and Information.
if you CAN lightmap in Cheetah3D, then I would say you can import that model with the texture in Unity no sweat, if you CAN’T … you’d need to create lightmaps in another app, which could be used to model as well …
Hope this sort of helps,
J.
angel_m
I went there and read some posts a few days ago, to answer that very question. Its on the cards, but Martin The designer of Cheetah didnt give a specific timetable, but said he was keen to get it happening
Thanks.
just an fyi lightmapping works in blender if you need a cheap solution ; )
For anyone using a Pc as part of their workflow you may well be interested
in Gile from www frecle.net. It’s a dedicated lightmapping app that uses radiosity
and provides a high level of control in creating multiple lightmaps. V.2 should be
available anytime soon and includes ambient occlusion among other things.
Cost = 40 Euros.
Yes, I use Gile in my projects with Blitz3D (I am a PC user very interested in Unity) and I can say it is a fantastic tool for lightmapping. Collada format support is planned by the author for version 2.0 but I don´t know if it will be functional with Unity, really I hope so.
~~http://freehunter.iespana.es/~~
Cheetah 3D is in the process of adding Lightmap support. Martin has it working internally at the moment, and (judging from his other work) it will be easier to lightmap in C3D than in any other program.
gile is pretty amazing – shame it’s Windows only, but my current plan is to use it if C3D doesn’t provide the functionality in time. Unlike with most of the big packages, it does the lightmap UVs automagically and does a really good job.
gile already outputs to formats that work with C3D (obj? can’t remember, but I verified it a while back).
It looks like in most packages you need to manually apply the lightmap texture(s) before baking.
Have you tried Blender 2.44 yet? Texture, light and AO baking are internal now (no more scripts to install).
I haven’t played with it recently, but even if you only used it for this purpose, it would save you from having to run both Windows and OSX.
Just dealing with Blender’s internal UV mapping tools is enough to make switching to gile preferable.
I have a pretty fast DELL laptop to run gile on