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Multiple UV Channels on Modular Scene

So I built up a bunch of modular panels in max, all baked and uv'd then assembled in Unity3d.

I had an idea to take this set piece back into max and bake it more to "unify" it.

I use the OBJExport script and I'm setup in Max again. How can I bake a proper Ambient occlusion so when wall meets floor we can get a nice shadow?

Each panel already has UV's, norm spec and diffuse, so its a matter of repacking all of these pieces right?

Anyone know of any shortcuts or best methods?

I also want to try taking it into zbrush and going nuts then re-bake. Any suggestions?

bS6c2oy.jpg

Re-Import to Max as single editable poly, Unwrap UVW modifier attached
YCCk8Pd.jpg

2nd attempt:
Imported to max as seperate objects. (Selected objects in green outline) I then added 2 Unwrap UVW, the first is channel 1 (correct UV's) the second is channel 2. (look at uv window)
8O44V0r.jpg

Replies

  • Eric Chadwick
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    Why not bake lightmaps in Unity? The Unity baker is very good.

    If you want to avoid that, attach all your meshes together into a single model in Max, then add a UVW Unwrap modifier, set it to UV channel 2, create the lightmap UVs (using Flatten or similar), and bake the AO to a map.

    But the Unity baker is much much easier.
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