Tuesday, 20 July 2010

External Light Mapping Problems

When using the free edition of Unity 3D there are no dynamic shadows available and so you can create light maps in external 3D software such as Maya or 3DS Max.

Unity External Lightmapping Tool from ranza on Vimeo.


When following the vi
deo guide I get the following error when setting up the export list, to be lightmapped in 3ds max. This error persists even when I return to 3ds max and check that the Unwrap UVW has normals checked.....

Hopefully I will sort this out and post the solution shortly.

Test One:
Simple Primatives with no materials applied. When importing into unity and the setting export list for external light mapping the box is OK and will export but the sphere will not.

Test Two:
A slightly more complicated model again with no materials applied.


  1. This comment has been removed by the author.

  2. I got it working after about 15 mins with Unity, so hope the solution helps.

    Basically, the material from 3ds max MUST be Blinn, use only 1 diffuse texture (I tried getting it working on a multi/sub object as per UDK but no joy. no luck with a baked normal map either). Add a UVW modifier to the mesh, sort your UVW's out(they all seem to need to be within the bounding box). Collapse the UVW modifier to the editable Poly (or right click the mesh and go "Convert to -> Editable Poly". export the mesh to .fbx format (or make unity load the .max file, whatever) and then assign your texture map to the material it exports. Worked well enough for me. Wont let me add images to comments so.. links (in order)