Unity3d game development How to use baking stickers (ii)

Source: Internet
Author: User
Tags unpack

How to use baking maps the second method
1, here, I have 2 objects (indoor, sofa). I stressed the textures so you can see them clearly. There are 8 textures (indoor and sofa 1 7).

2. Unpack the package UVW set (Channel 1) to save.

3. Unpack the package UVW set (Channel 2) load from the first channel.

4, in the choice of baking material, select "Output to Source" and "Keep baked material". This option will be automatically updated without using the original material of your shell material again. Due to the update of the Holmeren ^ ^. Click (0) to render to the texture window.

-> Results


5, repeat the process on the couch. (Description: At the top of this page).

Click on M's and see your new baked material (check it out!). The self-illumination slot now contains the illuminated map texture. Please click "Dog planing Learning net" for more highlights.
6, Export to FBX

7, open the consolidated and imported assets. Because in our model 8 textures we use 3dsmax, so that unity assigns them to 8 materials. As usual the textures of light and shade will not be exported to get along with them. Import manually from your 3dsmax folder (mydocuments/3dsmax/sceneassets/images light texture) Looking for your LIGHTINGMAP model name, back. In this case I have 2 (SOFALIGHTINGMAP.TGA and WALLLIGHTINGMAP.TGA).

8, with all of our texture combinations, we are now ready to turn ourselves into the "lightmapped" material default material. I choose Lighmapped/vertexlit. Correct light and shade textures are assigned to the correct material model.


Yes! Put on the right light and shadow. 9, time "plowing" our internal textures.

Yes! Complete!
What if I want to cultivate a non-textured texture with the reclamation? Well, I ran into some mistakes, and at the exit, but I found a way to do it.
1, my UVW uses the same as before. Just this time a different texture of the wall. (1 walls, floors of 1 and 1 sofas).

The texture on the wall


2, export as usual. 3, import unify and change its diffusion material lightmapped material. 4, using light and shadow texture, floor and tile only texture.

5, Complete!
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---------------------------------------------------Conclusions and questions ... The first method: we will be in our mesh material because we specify a lot of different textures in a model. The smaller texture is clear, but with the image, thanks to the farming system. Added in KB. Mat The second method: we use less material and texture less, but larger resolution (my custom texture wall has 512x512 resolution). Added in KB. Mat I don't know the performance difference between the two. Therefore, if anyone can share your opinion, I will be very grateful. Make the light map complete my little tutorial. This article is derived from"Dog planing Learning Net"

Unity3d game development How to use baking stickers (ii)

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