Only getting one UV set from Maya 2008?

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

  1. You’re using the lightmapped shaders once its in Unity, Right?

  2. The Incandescence node-I never used that. Once youve baked to the second UV(click bake set override in MR settings)
    Create a layered texture, input the file textures using nodes 1 and 0, 0 being the top layer(lightmap), make the top layer blend mode “multiply” in the layered texture settings, (theres another that works too. Drag drop your layered texture onto a new lambert, drop lambert onto model, do UV linking.

  3. Post the file here or to me at remedydub@gmail.com

AC

No worries, that took care of it!

Thanks a bunch for the input, nice to get past that point at least =)

Tz