Right, my problem:
I have a large level that is divided into several sections - each section has it’s own lightmap. However, the problem is that when I apply the lightmap it is also applied to the other sections which share the same material. Is there any way to make the materials unique for every object so other objects that share the same material aren’t affected? I’ve tried splitting the sections into different gameObjects but that didn’t help.
Screenshot too small to see what you’re using but it looks like the external lightmapper stuff right? Just duplicate your materials, reapply them where you need them. Hard to say with any great accuracy without knowing exactly how you created things, other than if you were using Beast and indexes, this wouldn’t be an issue.
You do want to avoid giving every object it’s own unique material though, unless you meant object as in section of map, which you might have done, judging by the screenshot, again, hard to tell for sure.
yup
I’ve tried creating a new material with the same texture, however I tried dragging it over the new one in the materials rollout and nothing. If I try dragging it over the object itself then the top material in the objects material list in the rollout is changed, regardless where I dragged it on the actual object.
Imported an FBX model and am trying to apply the lightmap that I also exported from my application
attached the full screenshot
It is not a question of material but a question of UV.
Those two large rooms you indicate with red lines are the same mesh or different meshes?
on FBX import settings you can set it to use individual material for each mesh
just click on your model’s mesh and you will see 2 options - texture and material. Read the tooltip
hi! where are the FBX import settings in Unity3d-I looked everywhere and couldn’t find it.Did you mean the export settings in 3ds max? if so I didn’t find anything similar there.
hi! they are independent meshes that have different lightmaps and different UV’s for those lightmaps, however the base materials (for example concrete, metal, etc) that are exported are shared, so when I add a lightmap in Unity it is applied to this material everywhere.
ZOMG I figured it out! the problem and solution are retarded!! Seems that if you have unique materials in 3ds max that have the same name (they may have a different texture even- but it’s all in the name)- even though they are treated as different in max, after import into Unity3d (either through FBX or .MAX) they are seen as the same material. My solution was to add a areaName_ prefix to each submaterial’s name and that solved it.
the Moral: if you have a weird problem try to replicate it in a new scene/simple example. Large scenes with loads of stuff in them can be misleading sometimes.