lightmap tutorial for 3dsmax and unity 916

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Lightmap tutorial for 3dsMax and Unity. Just set up a basic scene: Unwrap the objects you need to make a lightmap for.

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Lightmap Tutorial for 3dsmax and Unity 916

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Page 1: Lightmap Tutorial for 3dsmax and Unity 916

Lightmap tutorial for 3dsMax and Unity.

Just set up a basic scene:

Unwrap the objects you need to make a lightmap for.

Page 2: Lightmap Tutorial for 3dsmax and Unity 916

Just a small test render:

Bake a lightmap with render to texture.

Page 3: Lightmap Tutorial for 3dsmax and Unity 916

Apply the lightmap to a map slot with map channel 2 and export to Unity with

FBX.

Open Unity scene and change the default material to a “lightmapped”.

Page 4: Lightmap Tutorial for 3dsmax and Unity 916

Drag the lightmap texture in the lightmap slot, and you are home ;)

Extra thoughts and ideas: For greater results use your favorite render engine like Vray brazil, mental ray or so. Things I like to focus on when making lightmaps: 1 Get a good hard render with hard shadows. You will get the soft look because you use a small lightmap texture and it will therefore stretch, your hard shadows will then ease up ;). 2 Dont settle with a lightmap size before you have tested a smaller size. Ex. "... hey this 1024x1024 looks great, let me see how it looks like in 512x512 or even 256x256.." 3 Be-careful, render out a new lightmap in a smaller size as your "final" render, dont use your 2d application, I get artifacts in seams, even if you play around with "Edge Padding" in your "render to texture" settings. 4 Save it out lightmaps in a 32 bit half float "open EXR" image, you then have the maximum pixel info for your lightmap tweak in your 2d application. Start out with the best possible material. 5 Dont spend all your time rendering lightmaps, use a lot of your quality time in your 2d application. 6 If you can try and use some kind of sun system for interiors renderings, use the same settings for your lightmap as for your still picture. Sun systems will ad some color to the lightmaps. Grey in grey tend to be a bit boring right ? ;)

Page 5: Lightmap Tutorial for 3dsmax and Unity 916

7 Try go for some "dirt" in your material that you use as "Bake material", Ambient occlusion is also a great thing to mix in in your 2d application. 8 Unwrap your object in hand! Dont be afraid to "cut" op very long polygons for better space usage in the unwrap editor. se 1 unwrap.jpg bad usage of texture space. - 2 unwrap.jpg is the same geometry but with 6 or so more edges. I scaled the faces in the unwrap editor up the around 200% that means I can use a 256x256 texture with the 6 extra edges and it will get the same pixel aspect as a 512x512 (almost).