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