|
|
|
| View previous topic :: View next topic |
hike1
Joined: 06 Sep 2009 Posts: 9 Location: Arizona
|
Posted: Mon Sep 14, 2009 11:43 pm Post subject: 2nd set of 3ds max UVs is wrong |
|
|
|
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 |
|
| Back to top |
|
|
Joe Robins Unity Support

Joined: 21 Apr 2008 Posts: 302 Location: Copenhagen, Denmark
|
Posted: Tue Sep 15, 2009 2:12 pm Post subject: |
|
|
|
Checking out your attached FBX now..... _________________ Joe Robins
Support Team | Unity Technologies
www.unity3d.com |
|
| Back to top |
|
|
Joe Robins Unity Support

Joined: 21 Apr 2008 Posts: 302 Location: Copenhagen, Denmark
|
Posted: Wed Sep 16, 2009 1:49 pm Post subject: |
|
|
|
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 _________________ Joe Robins
Support Team | Unity Technologies
www.unity3d.com |
|
| Back to top |
|
|
hike1
Joined: 06 Sep 2009 Posts: 9 Location: Arizona
|
Posted: Thu Sep 17, 2009 8:39 pm Post subject: |
|
|
|
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. |
|
| Back to top |
|
|
MatthewScott
Joined: 25 Aug 2008 Posts: 18
|
Posted: Thu Nov 05, 2009 6:59 pm Post subject: |
|
|
|
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 |
|
| Back to top |
|
|
MatthewScott
Joined: 25 Aug 2008 Posts: 18
|
Posted: Sat Nov 07, 2009 9:35 pm Post subject: |
|
|
|
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 |
|
| Back to top |
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
|
|
|
|
|
|