Importing Blender Lightmaps issues

Hi

I am having trouble with my imported lightmap from Blender.

The lightmap should appear around the table but doesn’t. When I set tiling to it, it appeares - tiled - but that is obviously not right.

What have I done wrong?

Does anyone have any great Blender Lightmap tutorials that they can point me too?

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It sounds like your UV2 coordinates are not exported properly. Can you check that somehow?

Thanks for your reply.

I thought this might be the case.

I am new to Blender - does anyone know how I would export the lightmap UV coordinates?

R

You would need to set up separate UV channels/textures for your diffuse and for your lightmap. This is really easy in Blender - first unwrap the model, preferably start with the diffuse, but it doesn’t matter in the end - then, in the Mesh Data panel (Blender 2.53) or Editing Context (2.49b) you will see the text “UV Texture”. If you have unwrapped, this unwrap would go into the the first channel. If you click the New/+ thingy you are instantly provided with a new clean non-wrapped UV channel. Bake your lightmap into this one and import in Unity, and it will be all fine and dandy.

Thanks for your help.

Ok I import my model from Sketchup into Blender as a 3DS file.

This way all my textures from SU come across into Blender. I add spot lights in Blender - shadows are created.

So I click on floor of my model - which has a tile texture on it.

I go to edit - select all faces - click ‘u’ to unwrap - choose unwrap(smart projection) - and then go to Edit UV Image - add a new image - press Full Render - and get all my shadows and textures etc. I save this.

When I load my model into Unity and use this in material/texture for the floor it tiles on me.

What I am doing wrong??