Looking for best way to bake!

Hi
I have a max file with complete textures and lighting.
Now i want to import it into unity and add some action(script) to it, but i’m not sure how to exactly bake texture or light to get best result(quality+low final file size).
Should i bake Complete map in 3dsmax and use it in unity as Diffuse material? or
Is it better to bake only Light map and use legacy lightmap shader in unity?

I have also a problem on edges of my model you can see in screenshot.


How could i reduce this issue on edges? should i increase segments in my model?
Thanks.

It depends on what you want to do. If you want the lightmaps to fade if a real light interacts with them you have to use legacy shaders. Baking it to the diffuse means it’s baked and that’s it.

I suggest using Beast, they now have an area light and you can pretty much get VRay equivalent results with ease (minus IES distribution).

The issue on the edges is called aliasing and we have a few solutions to fight it generally called anti-aliasing. (Model segements will do nothing).

You can google the term for more info.

Anti-aliasing in Unity as far as I know is an image effect you add to the camera, from there you can select between a few methods of anti-aliasing. The image effects say Pro only thought, so if you are using Free they might not be available

I’m using UnityPro so I’m not sure what is included if you are using Unity Free.

Thanks for your reply, it really helps for anti-aliasing.
But what the anti-aliasing options in quality settings do? i already set it to max(6X) but just when i add AA component to camera jagged edges gone.

And still a little curiosity about baking: should i bake Complete Map or just Light Map in 3dsmax for getting better result in unity3d?

Best Regards.

If you want to get the lightmaps you only have to bake the LightMaps. Complete map bakes everything, diffuse,light,glow.

Again it depends on what you want to do, if you want real-time lights to interact with your lighting diffuse with lightmaps and legacy shaders is what you want. If you simply want baked lighting that won’t change use complete maps.

You can also try this for smooth edges:
http://forum.unity3d.com/threads/97023-FXAA-Fast-Approximate-Anti-Aliasing

Nice catch Stardog

Thanks guys!