I’m having some hard times getting around some things I haven’t found solutions for.
What I am trying to do is getting baked textures ( or lightmaps ) of my scene into Unity to apply on the scene there ( Which I made in 3dsmax, with Vray )
I would like to hear your opinions on how to do this best. I’ve read and tried loads of things, but I cannot get certain things to work.
Her’s how stuff looks atm.
Now, I render the stuff with Vray. All lights have been placed and I’ve tested how stuff looks.
The textures are placed with simple UVW modifiers. I didn’t unwrap the models because It isn’t my thing. I know if I bake the objects that the maps will need to get very large in order to keep quality sharp and nice. However, my normal map generated from the same seamless wall texture for example will not fit onto the baked map since the UVW has changed because Max unwraps it automaticly after baking…Are there ways to do this easier? I’m running out of idea’s. Does it have something to do with the UVW channels?
Hope someone can give me a push in the right direction!
Max only unwraps before baking if you tell it to use automatic unwrapping while baking - it unwraps the object then bakes the textures into the new uv’s, you can do textures and normal maps at the same time.
You could follow some very basic tutorials on 3ds max’s website, to learn this.
If unwrapping is not your thing, your not gonna be able to get your stuff into unity - so learn how to do it. Its an essential skill.
Your scene looks fine, lots of tileable textures but it seems your at least making smart choices using them, baking that all in is fine, but if you need to edit it later having good uv placement is important. Also the automatic unwrapper is not really super efficient either.
Hi, thanks for your comments. I admire the help. I’ll start looking into that Thank you;
Does this mean I also can tell it not to unwrap it? Because the UVW modifiers I gave to the objects in Max also translate to Unity. That works fine, but there isn’t any baked texture since it’s tiled.
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Best regards,
John
Reason I’m very bad at UVW mapping is due to the fact I never used it because I merely did 3D interior visualisations all within Max
Yes you can tell it not to unwrap, and the modifiers to translate into unity yes, so if your using real world, or specific box/sphere projections to get the texture projections that should work, however it will not let you bake in normals if thats what your looking for. If the normals are just seamless on the objects that will be fine. You wont be able to affectively break up the textures to make them look right like that tho - altho you might be able to design a shader with a mask to help with that.
Unity can generate uvws in a seperate layer for lightmapping, and you can bake lighting in unity instead of in max, even on free - just with less options, which might be better depending on what you want in the scene.
Thanks again for your reply. I will look into baking in Unity itself, but I fear that quality ( Global illumination, Vray shadows etc ) will greatly decrease compared to Unity baking?
Well I gave that a try and it seems that ther’s more trouble coming up for me.
I am trying a different way right now, just splitting up the objects and faces into even smaller groups to keep high quality difuse maps baked in Vray. This works okay. Now I would like to know how I would be able to match these textures with normal maps I create in Crazybump. Would I need to manually edit every Normal map in Photoshop to overlay the difuse texture, or is there a way to copy the UVW of the baked texture so the Normal map will allign on top of it ?
Well if your baking these in, yah you’d need to edit them in their uvw co-ordinates, because otherwise it wont apply correctly. You can take that uv’d texture tho into crazy bump for editing, however if you have the normals created before hand, you can bake these tilable normal maps into unwrapped objects the same way you do your diffuse stuff just add normal mapping into your vray bake map options list.