Hi all, first time poster with a question about light-mapping. I’ve been scouring this forum for an answer to no avail.
As a preface, I’m modeling in 3dsMax 8, lighting with vray and exporting to an fbx.
This simple scene’s feel with soft light, shadows and highlights is what i want the end user to experience while walking around in my project.
I’m not quite sure how to set up several tiled materials on a single model, bake the lightmap and then assemble it (I’m guessing) in unity.
For instance: the barrel model. I’m using a multi-sub object material containing all the separate materials. Lighting it using vray. After texture baking I get this result.
How do i now take that lightmap and apply it to my model while still retaining the tiled textures? I’m sure I’m just missing some really small, but important detail.
You need to create two uv sets, one for the tiled texture and one for the lightmap. Then you just apply a lightmap shader to it and assign the right materials.
Remember, the lightmap should only be lighting with no texture.
Then you just apply a lightmap shader to it and assign the right materials. Remember, the lightmap should only be lighting with no texture.
Do I apply the lightmap and multi-material shader to the model in max or in unity? And how is the best way to get just lighting without the texture? Apply a default shader with no color before rendering the lightmap?
Oops, I meant apply a material with lightmap shader to it and assign the right textures.
I was talking about in Unity.
As far as I know what you should aim for is a workable scene in your 3D app that can easily be rebaked and then exported as a simple mesh and texture, with or without materials (In general it is best to set up or at least tweak materials in Unity).
-sure Yoggy thats all correct:)
-but he is working with max. The FBX exporter to Max dont export the UV channel if there arent a texture assigned to it… he might not know that
I would also advice people to unwrap your lightmap objects in hand and not with the default unwrap that Maxs “render to texture” uses. It gives you alot more pixel space and therefore better quality in your lightmaps.
ps Ill make a max tutorial tonight when the kids are at sleep.
zzz… kids are fast asleep. Hook us up with the solution
XP is installed on my mac now (I feel a bit slimy… Windows is kinda gross) so I’m curious to find out how people are dealing with this “grossness”. I installed Windows on my machine to explore apps like MudBox.
Thomas, it would be cool if you did a mini tut on bringing lightmaps into Unity from Max… you’ve already done this in previous threads, but a true step by step tutorial would be golden.
I don’t want you to feel obligated to post that project folder. But it would be pretty sweet if you wouldn’t mind stepping through the process in this thread. Of coarse I’m only thinking of others with the same issue.
I do have a question concerning multiple textures on a single model. Are there any special steps needed to make sure my tiled textures stay put through the exporting process?
Take the example of my barrel model at the top of this thread. I’ve got 4 different tiled textures on that one model. Do I have to do some special jig to ensure that the uvs don’t get messed up? I’m guessing I just need to make sure that I have created the 2 sets of UVs like you did in step 3. One UV for the multi-sub material with the different textures. And one for the lightmap. Correct?
Hello
Glad you liked it
In my case I have the floor Map ID1 and the wall Map ID2.
The lightmap that I bake is applied in both maps in the MultiSub mat. I place it in the self illuminating slot, you need to select Map channel id 2 in that selfillumination slot.
You have to repeat this step with all your materials in the multisub maerial.
So your diffuse channel, Map ID 1 is the tilable texture and has UV channel 1, and the UV map channel 2 is for the lightmap.
I think I need the “stupid moron” edition because I’m still having trouble. :lol:
My lightmaps always come out tiled, the same as the diffuse.
Edit: Downloaded the new fbx exporter from autodesk. Version 2006.08 will not work with this. The latest version, as of writing is 2006.11 and it makes all dreams come true.