Developing Unity Lightmapping tools NO. 3 : Week summary
14Aug09
I’ve changed a little bit the list for last week
Last week:
- Automatic setting the lightmaps accordingly to their name as soon as they appear in Asset folder
- Basic batch render script for 3dsmax, which opens max and renders&saves all lightmaps (yet hardcoded)
- A solution for applying materials, and setting up lightning have been overdiscussed
- An option for changing shader to lightmap-enabled one was implemented in the object list
- Handling objects that are not ready for baking (non-valid uv2 map)
- Lot of bugs have been repaired and code was send to the mentor for a review

(The Unity light is turned off
)

Some first results – scene was setup in Unity and exported using my tools to 3dsmax where it was baked
Next week:
- Implement an option for exporting default Unity lights
- Research, for an optimal, most universal and non-roadblocking solution for loading preset lightning and other settings to an external app which will be doing the rendering (thinking about further development)
- Implementing some of the advanced options
- Developing batch render script for 3dsmax
- Development of some small tools for helping users which uv2 seems not to be perfect correct (scale or offset)
- Code optimization, bug removal and probable reorganisation (depanding on Lucas review)
Filed under: 3dsmax, Unity, Vray-Unity tools | Leave a Comment
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