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Question by milosp · Mar 23, 2016 at 08:00 PM · lightmaplightmapping3dsmaxuv mapping3ds max

Baking shadows in 3ds max

I can already bake texture with all shadows, but now I need tileable texture for Diffuse. I have UV on Channel 1 with tilable stone wall texture for a huge building UV on Channel 2 is for Self-Illumination with baked textures - one with all walls baked. Exporting to unity the self-illumination is lost and I am left with only 1 UV channel. What is the correct setup?

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avatar image Graphics_Dev · Mar 23, 2016 at 08:52 PM 0
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Legacy > lightmapped > diffuse shader?

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Answer by afsanchez · Aug 09, 2016 at 08:51 AM

I do that all the time. Could you elaborate how you export it and what you mean when you say the second channel is lost?

For your needs, I don't know why you wouldn't do it the other way round. You should use UV Channel 1 for your baked textures, since you have a lot of control over it, and just add the tileable stone texture on the detail map, inside the standard shader. That detail map doesn't necessarily need to be on Channel 2. Since is tileable and goes over the whole object, you can just adjust the tiling there. If you want some extra control over the placement of the stones, for sure use a second UV channel. This is where you select it, there's no other place to access that secondary channel unless you create your own shader.

Also, keep in mind that the detail map modifies the way the texture looks. Any color below RGB 127,127,127 (50% gray) will darken the material and anything above this value will brighten it up. A quick fix to this is apply that same color (127,127,127) into the diffuse so the baked texture blends with the detail map, but if you're using self illumination this might not work. Just play a bit with it and you'll find the way that works for you!

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