Hi folks,
I was doing some workflow testing from Maya 7.0 to Unity 1.6.2 and thought it was a lot more straight forward than it is ( maybe I’m doing something wrong ? ).
SO: I baked my textures in Maya ( see Maya View attachment ) and this is the scene with Hardware preview.
THEN: I import this scene into Unity and it looks like this ( see Unity View attachment ) so is it something I need to check in the import settings ?
I assumed it would translate seamlessly …
Huge thanks in advance,
Jared.
Well when you bake lighting, it should be generating a texture in your Maya project somewhere. You just need to save directly to your unity project instead, or copy the texture files into it…
then you need to use a unity lightmapped shader.
It shouldnt be harder than that…
AC
Hi Targos,
Thanks for the tip but it does seem harder than that to me 
In Maya: Does a UV map translate to Unity or do I need to texture each face of each poly shape seperately in Maya ? What I mean by this is if I have a poly cube, does each face of that cube need a texture or can the whole cube use a UV mapped texture ?
I can’t see my file textures on my imported geometry at all. I’ve attached a file example of one of the textures in question. Maybe I don’t understand the way Unity reads each shape ?
Thanks,
Jared.
… and heres the attachment!
much smaller than last attachments !

Hey Jared,
Make sure your texture files are in your Unity assets folder-Thats your unity project folder, all the magic goes down there…
You’ll make one of those each time you make a new project. Make sure you textures are in there. From memory, Maya puts rendered lightmaps in the “renderdata” folder, in your Maya project. This is not in your Unity folder, you need to copy it to there.
I suggest you throughy study the fps tutorial level, as thats lightmapped. Check how the lighting is setup, and open the .mb file in maya. Check out the hypershade setup. if you can emulate that, you’re sorted…
Hth
By the way, I wouldnt say lightmapping is easy, so take your time to master it.
AC
EDIT the nature demo is lightmapped too iirc
Hey Targos
thanks for the tips I guess I’ll check out those tutes because I’ve got the textures in the Assets folder already ( figured that one out ). I’ll check the FPS tute … that should have some answers.
Cheers,
Jaz.
Hey jaydubs,
Maya is pretty seamless with Unity. The only trick is to save your .mb files inside a folder within your Unity Project assets folder. From there, if you keep all your textures inside the Unity Project folder as well and access them from Maya while creating your objects you should be fine… they link up to a generic diffuse shader with the textures intact.
From the screen shots it looks like the textures just aren’t accessible from within the Project folder. But you mention baking… Surface Shaders from Maya do not import into Unity at all (the UV coords get zeroed out). Make sure you’re using other standard materials in Maya such as Lambert or Blinn.
Ethan
[Edit] The FPS tutorial uses multiple UV sets for the lightmaps. If you’re comfortable with multiple UVs in Maya then it should be straightforward to see what’s going on. If you’re not then hopefully the first issue of the Unity magazine will clear some things up on this issue which should be available soon (it has a Maya multi-uv lightmapping tutorial).
Ethan,
thanks for the tips. I’m thinking after baking I might need to then apply a new lambert shader and link the baked file … also, maybe multiple materials per object is a bit buggy ? I’m getting closer to a solution and when I get a workflow mapped out i’ll post my results.
Cheers,
Jared.
Multiple materials per mesh works just fine, it’s just not recommended for performance reasons. And yes, creating a new Lambert, linking the baked texture, and then applying that material to your object before bringing it into Unity should fix your problem.
All fixed and working fine …
So when baking textures in Maya, I then had to save the Maya scene to my assets folder. I then duplicated my texture files and added them to my assets folder. I open the scene in Maya ( the scene in the assets folder ) and link the textures to the materials in the assets folder, switch to Unity and drag the scene into the scene view and voila!
Thanks for all the help!
Jared.
In maya when you export [Send to Unity] you can change the preset to "Autodesk Media & Entertainment and then it will export your model with your material