Material Black when Lightmapped

(sorry I put this in the wrong forum)

Hi all-

So I have some models in Maya where the head and body are separate geometry and textures.

When I bring them into Unity, if I just map the regular diffuse textures on and throw in a light- all is great.

If I try to use a lightmap/Diffuse texture- the head is lit properly, but the body stays black. This is only happening on some of the models.

Any ideas?

Thanks!
Chuck

Check the material node in inspector, sometimes things default to black, move the slider to grey instead.

Might help

AC

Thanks for the suggestion Targos- but it didn’t do anything- It actually is set to white as is the head texture which works perfectly.

What’s weird is the head lightmap works, and the body regular texture works, but when I make it lightmapped/Diffuse, the lightmap bunches up at the characters elbows. If it were a UV problem, wouldn’t the other texture map incorrectly too?

This is what it looks like:

Weird.

  1. In Maya, rightclick over the model and select UV-linking.
  2. Clicking the left column then selecting relevant tex in RH Column assigns textures to UV sets. Observe the hypershade change when doing this to see it happen.

EDIT> Please post a pic of the relationship editor: UV Linking?

I assume you have made a 2nd non-overlapping UV set for the lightmap?
( U need 2)

Cheers

AaronC

PS also looks as though you’ve baked the colour, you might want to just do “Light”?

Thanks a million Aaron- you put me onto the right path and this is what finally worked:

copied the characters current uvs into a new empty set i made on each mesh, but the WAY i made the empty uv set is what mattered. I had to put " per instance unshared" - not sure exactly what that means, but it worked.