I use blender and I am wondering what is the best way to lightmap my objects? I only found a tutorial on it for maya. So do I use the lightmap UV pack, and then bake ambient occlusion? Maybe im just a bit confused as to what lightmapping is from what I understand you set up prelights in your modeling program to essentially set up the way a mesh will be lit inside unity correct? and then choose the lightmap shader. Anyways hope somone can tell me how to do this within blender. Thank you for reading and thanks again if you decide to help. ![]()
i used this one before the beast came along…
http://blenderartists.org/forum/showthread.php?t=171139
it’s working ok for a medium amount of objects, but its a pain for something big as a whole level. still better than do everything by yourself.
or wait for unity 3 and beast lightmapping… because that one is just plain amazing.
Thank you,
But isnt Beast and Umbra only available with the pro license?
for now ill try an AO bake and see how it looks then I will try the code from your post.
i guess it depends on what you want your lightmaps to be. the scripts from that thread only allow you to batch process the whole lightmapping work. what you decide to bake into the generated uvmapping and textures in blender is up to you. you can do a full bake (ao, lights, shadows, …) or you can just bake the ao and place some lights for shadows in unity.
oh, and don’t forget to add some islands margin when unwrapping and baking, or you will see a lot of seams in unity.
I always just baked the lights into the texture in Blender, so I didn’t have to mess with another UV map. But yeah, Beast (which won’t be Pro only afaik) makes external lightmapping moot now; it is awesome. Just focus on getting good flat textures in Blender or whatever, and leave all the lights and shadows, baked or realtime, for Unity - the results will be as good (probably better) than you could do externally. As soon as Unity 3 drops, anyway…