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Lightmap on Unity or Render to Texture when modeling?

Discussion in 'General Graphics' started by OlavoDias, May 16, 2015.

  1. OlavoDias

    OlavoDias

    Joined:
    May 2, 2015
    Posts:
    13
    Hi guys,

    I'm trying to make my scene look good. I've tried to use Unity lighting and bake them, but the results are terrible. I've tried on Unity 4 and 5... In both, the results look too different from the scene with realtime lights.

    I'm pretty confident I'm missing something...

    Anyway, In 3ds Max I can do my scenes look perfectly the way I want.

    What would you guys recommend? Model the whole scenario (all static objects) in 3ds Max, setup lighting (still in 3ds max) and then render to texture, or should I insist with the Unity lightmap ??

    I'm sorry if it's too dumb question, I'm learning... Any advice will be highly appreciated.

    Thank you.
     
  2. OlavoDias

    OlavoDias

    Joined:
    May 2, 2015
    Posts:
    13
    Really? No one?
     
  3. kamullis

    kamullis

    Joined:
    Feb 7, 2013
    Posts:
    21
    I wouldn't consider myself an expert, but I would say that as long as the lighting does not changes in real-time, you could bake in max for 3D objects that don't need to move in your game. Anything that moves and will need to receive real-time lighting can then be done within Unity. I am struggling to get some of the amazing results I have seen in demos of Unity 5's new lighting and shading features, but I'm having a hard time getting good bakes without real bad artifacts. Here's one of the more comprehensive rundowns of Unity5 Lighmaping http://sassybot.com/blog/lightmapping-in-unity-5/
     
    theANMATOR2b likes this.