Lightmapping in 3DS Max

I’m simply tired of trying to generate a good Unity-compatible lightmap for my level in Cinema 4D. So, how can i do this on 3DS Max? And what if i buy VRAY for 3DS Max, can i use it too? If so, how? :wink:

You dont need v-ray to create good lightmaps. If your good with regular max lighting and or max built in mental ray then you can make your lighting look just as good. If you want to find a good lightmaping tutorial then try Google or youtube for one. It shouldn’t be too hard.
All you have to do is place your lights in max where you want them to be. do a couple of test renders so you can see what you scene will look like before you start to bake the lightmaps.
Then hit the zero key on your keyboard or go to Rendering tab at the top then go to render to texture. Once the render to texture menu comes up. Select the object you want to bake the lightmaps to.
At the top you should see your output Path. This is where you tell make where to place the lightmap at. I usually put my lightmaps on my desktop but it’s up to where you place them. i only do that because I bake out multiple lightmaps for one mesh and I edit them in Photoshop.
Now once you have a mesh selected in the selected objects settings you should see padding I recommend you increasing that number. What it does basically is it add pixels around the uv space of the mesh. I add my up to 5 usually.
Then in the Mapping Coordinates you should see Object and there will be a sphere check. Check the use automatic unwrap one and change the channel to 2. What you are doing here is telling max to automatically unwrap uv channel 2 for you. Now I would personally tell anyone to always unwrap uv channel 2 manually by hand and not to use max auto unwrap feature but because u want to do something quick and fast these are the steps to take.
Next scroll down and click the add button and several add texture elements will pop up. The one you want to select is the lightmap and add it. Now if you’re using mental ray the render then you want to select the shadow map and add it.
Next step. Select the lightmap in the output panel and look below the add button and u will see your lightmap file and you need to tell max what texture format you want. I usually use tga and it will want to know if u want to put the texture in a target map slot. Unity tells you to put lightmaps in the self -illumination slot. It’s up to you if you want to do that the only benefit to doing that is that when u import your file to unity it will automatically give that material a lightmap in unity.
We are almost done. Now click on the bake material tab and select the output into source. you can keep it on save source (create shell ) if you want but that will create two duplicates of your material ball. one with the lightmap on it and the other without.
Now click the unwrap only button then click the render button and your done.
now all you have to do is get the texture lightmap file and put it in the same folder that u put all of your unity files. This is somewhat a quick and dirty way to do lightmaps but u might find better tutorials online if you look for them. I just threw together in a few minutes.

Thank so much, dude. Best reply i ever got! :lol:

Vray is great for creating lightmaps, I’ve used it extensively.

It is not however, the easiest or fastest way. See my tutorial for more details on how to use sketchup for lightmapping:

http://virtualautonomy.com/blog/index.php/2009/08/28/tutorial-1-let-s-get-started-making-virt