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Question by axsw · Jun 24, 2013 at 11:40 AM · blenderlightmappinguvbeast

How to set up Blender model for Unity lightmapping?

I try to lightmap my scenes for almost one week and just can't get it to work! I went through various tutorials and docs including the unity lightmap guide but it still won't work out for me. I tried different types of materials, texture import settings and mesh settings. But I get the same result over and over: Everytime I bake my scene everything turns dark and unity tells me that both primary and secondary uv maps are missing. I have no idea why, because I checked "Generate lightmap uvs" in the mesh import settings. Maybe I missed something when I modelled my objects in Blender (I only know the basics of modelling in Blender).

I hope you can help me out with this because I'm really desperate now. :(

EDIT: After further experimenting Unity says "Primary UV set on Cylinder_MeshPart0 is incorrect and the secondary UV set is missing. Lightmapper needs UVs inside the [0,1]x[0,1] range. Skipping this mesh... Choose the 'Generate Lightmap UVs' option in the Mesh Import Settings or provide proper UVs for lightmapping from your 3D modelling app. UnityEditor.DockArea:OnGUI()" But I still have the "Generate lightmap uvs" checked... So now I'm pretty sure the problem arises of my Blender modelling skills :D

Does anybody know how to fix this problem?

=> I think the main problem is to prepare my blender models for lightmapping in unity. I have no idea what has to be done in blender so beast can bake my scene in unity.

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avatar image create3dgames · Jun 25, 2013 at 01:24 AM 0
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You probably have UVs outside the UV map if you know what I mean. The UVs have to be inside their little square.

avatar image axsw · Jun 25, 2013 at 11:08 AM 0
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Thanks for your response. But could please explain how to make the uvs to be inside their square?

avatar image create3dgames · Jun 25, 2013 at 02:49 PM 0
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Yeah, you have to do it inside of Blender. I don't remember how to do it exactly, but I think if you just go to your UV/Image view in Blender you should be able to move your UVs around...something like that.

avatar image axsw · Jun 25, 2013 at 07:21 PM 0
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All uvs are placed in the square but I still get the same result with a slightly different error message: Secondary UV set on Cylinder_$$anonymous$$eshPart0 is incorrect. Lightmapper needs UVs inside the [0,1]x[0,1] range. Skipping this mesh... Choose the 'Generate Lightmap UVs' option in the $$anonymous$$esh Import Settings or provide proper UVs for lightmapping from your 3D modelling app. UnityEditor.DockArea:OnGUI()

At least the primary uv set seems to be correct this time...

avatar image create3dgames · Jun 25, 2013 at 10:58 PM 0
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Well maybe your UVs are overlapping, did you check that?

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Answer by jpatinop80 · May 12, 2015 at 09:48 AM

Well. I had your same problem, and I really don´t know why this happened but only happens when I compress the mesh, no matter if is high medium, low, you have to TURN OFF the mesh compression and all those errors will go!! it works for me!!! I hope this could help anybody!!!

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