Texturing in unity questions

Hi,

I’m doing architectural visualizations, and I’m trying to improve my texturing quality. For my previous projects at school, I use to bake all my textures as a diffusemap and a completemap or a lightmap used in the uv channel2 as a lightmap.

I’ve notice that if I’m using a proper texturing in unity with normal map etc everything seems more realistic and less flat. But i have a question.
For example, we have a sofa. The legs of my sofa are yellow let’s say in wood, and my sofa it self is in red fabric.

I have a UV in channel 1 to texture it and an unwrap in channel 2 for my light map.
My wood texture is not tiled and I use only a slot diffuse for my material in max with the id 1 in my multi sub object material.
My fabric texture is tiled 5*5 and i use a diffuse and a normal map in my material and his id is set at 2

So when i’m importing my object in unity, I have a object with 2 materials. on the second one I tile my texture then I add a normal map. It’s looks good ok.

But how can I use my lightmap ?

Is this method wrong ? I read a lot about optimizing and I would like to know how can you do to get a whole room with only one texture, with normal map, spec, lightmap, etc… ? Do you bake everything like I use to do it before ?

Right now, my sofa is in one objet with two elements (3dsmax edit poly) If I’m grouping my two pieces of my sofa as two objets combine in one group and I add the textures to my objects and the lightmap to my group. Is that better ?

Thank’s a lot for your advises.

BooBi

You should make sure that your lightmap uvs (2nd channel) are NOT tiled. Then you just hit bake and let Beast do its magic :wink:

yep, I never tile my lightmap, but for this project I need a really realistic render, so I need to bake my texture in max :s

I’m still learning Beast, it’s getting nicer and nicer everyday, but for this project i’m too short and I need to stick on what i know…

and where do you connect your lightmap in the case of a non beast lightmap ?
And as i asked in a previous post, do you know how to force beast to use my UVs without combining objects “randomly”.

You use the legacy - lightmap shaders in such a case

yes that what I was using before, but when you have 2 materials on one objects, do you use legacy Lightmapped diffuse on each material ? that doesn’t seems working, or I can’t barely see it…

previously i was baking all my object in one texture, then i change my uvs to have a UV1 and UV2 both the same unwrap with one diffusemap (unwrapped) in channel 1 and one lightmap (bake in 3dsmax) in channel 2. And some time an unwrapped normal map on top of it.