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Question by Jean-Fabre · Sep 07, 2010 at 07:12 AM · fbxlightmap3dsmaxbakediffuse

fbx baking not creating lightmapped materials

Hi,

Currently fighting importing fbx with baking. I am using 3ds max 2008 if that makes a difference.

I have put the bake texture in the self illumination slot, and I have a texture also in the diffuse, as the help seems to indicate it's mandatory. It's not using shell material, just a standard material.

In unity, the material created on import is "diffuse" and feature the diffuse texture, but really the material should be "lightmapped diffuse" right?

What am I doing wrong in the process? I have read the help on "Importing Objects From 3D Studio Max" from the manual. Could it be the fact that I am using a previous version of fbx exporter. Also, in the help screenshots, it shows the lightmap as tga, but here I have jpg, would that be a problem too? I tried with tga with no success neither.

I have put the fbx and the fbm folder with the related textures online , it opens fine back in 3d studio max. Maybe it holds some hints as to what I am doing wrong.

Thanks for your help and tips,

Jean

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Answer by jtbentley · Sep 07, 2010 at 12:50 PM

I wouldn't be too worried about it, just change it once it's in Unity :) Just ensure that you have two UV channels (I use 1 and 2), one for diffuse and the second for the lightmap.

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avatar image Jean-Fabre · Sep 07, 2010 at 06:19 PM 0
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will try with two uvs, tho it works fine as is when I change it in unity.

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