2nd set of 3ds max UVs is wrong

 
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hike1



Joined: 06 Sep 2009
Posts: 9
Location: Arizona

PostPosted: Mon Sep 14, 2009 11:43 pm    Post subject: 2nd set of 3ds max UVs is wrong Reply with quote
The 2nd set of UVs isn't working.
Max just puts the lightmap texure over the regular. In Max 9 I used
'automatic unwrap' channel 3, later channel 2 but it's still wrong in
Max and Unity.


I made a Lightmap/Diffuse shader
in Unity, 'swap UVs', no effect.

Max 9, FBX file-

http://terrymorgan.net/floor_plan_7.zip

220K
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Joe Robins
Unity Support


Joined: 21 Apr 2008
Posts: 302
Location: Copenhagen, Denmark

PostPosted: Tue Sep 15, 2009 2:12 pm    Post subject: Reply with quote
Checking out your attached FBX now.....
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Joe Robins
Unity Support


Joined: 21 Apr 2008
Posts: 302
Location: Copenhagen, Denmark

PostPosted: Wed Sep 16, 2009 1:49 pm    Post subject: Reply with quote
the way you are baking the lighting seems to be the issue here, Make sure that you set your "Baked Material Settings" down the bottom in the Baked Material tab is set to "Output Into Source" unity does not support shell materials
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hike1



Joined: 06 Sep 2009
Posts: 9
Location: Arizona

PostPosted: Thu Sep 17, 2009 8:39 pm    Post subject: Reply with quote
I followed the 'Output Into Source' throughout. the Jorge from
Serena tutorial on your wiki has the 'make shell material' checked,
not that I could follow it.

I don't know if this is progress or not, I got it to apparently
ignore the lightmap

http://terrymorgan.net/images/floor_plan_8.jpg


http://terrymorgan.net/floor_plan_8.zip

BTW, Unity gags on the .max file, have to 'end process' in
Task Manager.
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MatthewScott



Joined: 25 Aug 2008
Posts: 18

PostPosted: Thu Nov 05, 2009 6:59 pm    Post subject: Reply with quote
Hi team,

I'm having problems exporting the 2nd set of UVs for a lightmapped scene with 3ds Max 2009.

Here is what I'm doing:
- Using 3ds Max 2009 with the latest FBX exporter (Version: 2010.2)
- I have a simple room that is all combined into a single mesh
- I've setup 2 uv channels on that mesh - uv 1 = diffuse & uv 2 = lightmap
- I generated the 2nd uv channel using the UV Tools - Flatten Mapping
- I've setup a Standard material (Blinn)
- It has a single diffuse texture is in the Diffuse Color slot using uv channel 1
- It has a single lightmap texture is in the Self-Illumination slot using uv channel 2
- I know my 2nd uv set is working in Max, because I can show the lightmap texture and it looks good

This all seems to be consistent with everything I've read in the forums and the FAQ about exporting lightmapped objects into Unity.

However, when I bring the FBX into Unity 2.5 (PC) and I apply the Lightmapped/Diffuse shader, my object looks all wonky. It appears that it is being rendered with both the diffuse and lightmap using uv channel 1.

I've now been messing with this problem for a couple days, and I'm fresh out of ideas.

I can email both the 3ds Max file and fbx to support if they want.

Thanks,
Matthew Scott
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MatthewScott



Joined: 25 Aug 2008
Posts: 18

PostPosted: Sat Nov 07, 2009 9:35 pm    Post subject: Reply with quote
Well.. for some reason this has started working.
I spent a couple days getting messed up lightmaps all the time. I don't tend to reboot my system very much, but at some point, I shut everything down and restarted. From that point on, all of my exports out of Max 2009 have come out looking great.

Just to verify, I went back and reopened some older files that I know did not export correctly, and those came out fine too.

Bizarre.

Thanks,
Matt
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