标题: unity3d使用烘焙贴图小教程3dsmax lightmap small tutorial(二) [打印本页] 作者: 会飞的鱼 时间: 2011-11-26 11:19 标题: unity3d使用烘焙贴图小教程3dsmax lightmap small tutorial(二)
第二部分
"Here it is!! Lightmap with tilling textures"
First let me explain, I am using 2 different way of using Lightmap for this one. You know why later on.
1. Here I have 2 objects (interior, and sofa). I highlighted the texture so you can see them clearly. There are 8 textures (7 for interior and 1 for sofa).
2. Unwrap UVW set (ch 1) hit save.
3. Unwrap UVW set (ch 2) load from the first channel.
4. In Baked Material option, choose "Output into Source" and "Keep Baked Materials". This option will automatically update your original material without using a shell material again. Thanks to holmeren for the update ^^. Hit (0) for render to texture window.
--> result
5. Repeat the process for the sofa. (Explained on top of this page).
Hit M to and see your new baked material (Check it out! the "Self Illumination Slot" is now containing the Lighting Map texture.
6. Export to FBX
7. Open Unity and import the asset. Because in 3dsmax we use 8 texture for the model, so unity will assign them into 8 materials. As usual the lightmap textures aren't exported along with them.
Import manually the lightmap texture from your 3dsmax folder (MyDocuments/3dsmax/sceneassets/images) look for your model name with LightingMap on the back.
In this case I have 2 (sofaLightingMap.TGA, and wallLightingMap.TGA).
8. With all our texture assembled, we are now ready to change the default material into "Lightmapped" material. I choose Lighmapped/VertexLit. Assign the correct lightmap texture to the correct material model.