Like I'm not just trying to get a lightmap, I want to do a megatexture of some sort where I unwrap this whole set piect, then subdivide and add more detail and re-bake? This will also export to unity as 1 piece instead of 496 modulars - or 12 batched. Someone has to have some knowledge of this and best methods. For example…
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?…
Um. So you have a bunch of modular pieces that share the same textures, and you want to add ambient occlusion to that? You... can't, generally. It'd be best to turn the AO on in your Beast lightmap bake settings, and let the AO get baked into your lightmap. If you want them baked into your diffuse texture or something, it…
The reason being, this set piece is 400+ drawcalls before being batched, and only 12 when batched. However if I bring it back into max, I can treat it as one piece. I think I have to move all the channel 1 uv's outside the 0-1 space beforehand so their not all clumped together. Then I can piece them back together and bake…
Yeah screen space ambient occlusion would help but that's not what I'm after. Every piece has already been unwrapped its a matter of getting all of the duplicates into 0-1 UV space right?
Lightmap is giving me good results, although I've run into another issue. When duplicated floor tiles like that, Unity duplicates the UV's as well. So when I combine the entire floor, I cant paint tileable textures across. Anyone know a workaround for this in Max? The only solutions I can think of are: A)Instead of…
Why not just bake a lightmap in Unity? It'll handle all that for you. Then mark all your meshes as Static (top right of inspector) and Unity will combine the meshes into a static batch (or batches) for you.
Yes, to get a proper AO bake on this, you'd need to have all the pieces uniquely unwrapped or they will have artifacts all over them. You could also do it as a screen based post process effect as a more general solution - assuming Unity supports that, I don't know.