Certain I’m doing something obviously wrong here, since so many of you have successfully done this.
Using Maya 2008
-Single Poly mesh
-Create two sets of UVs, one for the diffuse channel, one for the lightmaps
-Create a Lambert shader.
-Set up lighting, run bake maps and get a texture exported and connected to the Incandescence channel of the lambert shader.
-Set a diffuse texture in the diffuse channel.
-Use UV linking tool (relationship editor) to connect the appropriate UVs to the appropriate channels
-save file into Unity assets folder
In Unity, the object comes in with only the first set of UVs… if I delete the first UV set from Maya, Unity will then see the second set.
I also notice, that while the material assigned to a shader in Unity called “Lambert 1”, the shader it chooses to use is simple diffuse shader, which of course only requires a single UV.
Is there something I should be doing in Maya to cause both UV sets to show up in UV, and should I need to manually set it to a lightmapped shader, or should Unity assume that (since I have a unique uv set on an incandescence channel)
Any help is greatly appreciated, I’ve spent way to much time trying to figure this out.
Tz