You are not missing something, There is only so much information that is transfered between the programs and a “Self-Illummination” channel is not one of them. If your scene is really complicated and we are talking about a ton of materials, I would recommend a good naming convention for your materials and textures in Max, and then writing an editor script in Unity that then reassigns these materials with their appropriate textures.
Just make sure that the ends justify the means as it would be time consuming to do.
On the other hand, if you set up your materials correctly in Max, you may be able to avoid some of this… Unity uses the second Texture Channel as Lightmaps, so if you apply a Texture on the object to channel 2, it will automatically think that it is the light map and assign it on import. This is not the same as a Multisubobject Material that has different Material IDs,
written by Brendan Coyle, at the bottom he makes available for free a script that does exactly what you said: it converts a certain kind of materials to another kind.
Thank you at all.
lol Brendan is a friend of mine, please remember to comment on answers via comment instead of via answer as people who are related to the tags get e-mails when you answer.
lol Brendan is a friend of mine, please remember to comment on answers via comment instead of via answer as people who are related to the tags get e-mails when you answer.
– Anxo