Difference between revisions of "Max:Lightmaps"

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{{Tutorial|Light Maps}}
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{{Tutorial|Lightmaps|Max}}
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[[File:KIimageltmap.jpg|thumb|right|180px|The final result as seen in-game.]]Lightmaps are used to show light splashes (like you would see from a spot light) or for defining shadows better. You can use them just about everywhere, but keep in mind that they can bloat your texture PRP. Cyan kept the number they used of these to a minimum, and limited them to interior places. For larger areas, you might want to consider using Vertex Painting to define your shadows better.
Light Maps are used to show light splashes (like you would see from a spot light) or for defining shadows better. You can use them just about everywhere, but keep in mind that they can bloat your texture prp. Cyan kept the number they used of these to a minimum, and limited them to interior places. For larger areas, you might want to consider using Vertex Painting to define your shadows better.
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== Prerequisites ==
==Getting Started==
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[[File:Mlightmap1.jpg]]
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=== Tutorials ===
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You need to be familiar with Plasma's lighting system and the Plasma plugin.
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* [[Max:Getting Started]]
  
Making Light Maps with 3ds Max is very easy. First you will need to set up your lights that will be producing the light splashes and shadows. Directional lights work well, but you can use any '''Max Standard''' light. Don't try to use Plasma Run Time lights for these (remember, Plasma RT lights are for lighting the avatar and animated objects).
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== Getting Started ==
 
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[[File:Mlightmap1.jpg|thumb|right|180px|Sample Lighting Setup]]
Once you have the lights set up, [[Media:Mlightmap2.jpg | go to their Modification Tab.]] Adjust the light to your tastes.
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# You  need to setup your lights that will be producing the light splashes and shadows. Directional lights work best, but you can use any '''Max Standard''' light. Don't use Plasma Run Time lights for these because they are only used for lighting the avatar.
 
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# [[Media:Mlightmap2.jpg|Go to their Modification Tab.]] Adjust the light to your tastes.
Also, further down in the rollout, you need to [[Media:Mlightmap3.jpg | set the map size]] to the same size as the actual textures being used on the object.
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# [[Media:Mlightmap3.jpg|Set the map size]] to the same size as the actual textures being used on the object.
 
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# Select the object that the lightmap is going to be on (in this case it's a floor). In the Modifier Tab, add another Unwrap UVW modifier [[Media:Mlightmap6.jpg|make sure you set this one to channel 2.]]. Do not use the one you put in to UV map your texture - This will need to be a 2nd UV channel in the rollouts.
Next, select the object that the light map is going to be on (in this case it's a floor). In the Modifier Tab, add another Unwrap UVW modifier (Do not use the one you put in to UV map your texture - This will need to be a 2nd UV channel), in the rollouts,  [[Media:Mlightmap6.jpg | make sure you set this one to channel 2.]]
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# Open the UV Editor and remap the 2nd channel so that all the faces [[Media:Mlightmap7.jpg|lay inside the single texture tile.]] Make sure all the faces are inside the blue box.
 
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# Go to the ''Component Manager'' and click on [[Media:Mlightmap8.jpg|New->Render->Lightmap]] and assign it to the object.
Next, open up the UV Editor and remap this 2nd channel so that all the faces [[Media:Mlightmap7.jpg | lay inside the single texture tile.]] If the faces are outside the blue box, things will not look right.
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# In the rollout, make sure you [[Media:Mlightmap9.jpg|change the UVW Mapping channel to 2.]]
 
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Now, if you want you can use the F10 key and do a [[Media:Mlightmap4.jpg|quick render]] and see how it is turning out. Once you export, you can link in your Age and see how the end result looks.
Now call up the Component Manager and click on [[Media:Mlightmap8.jpg | New > Render > Lightmap]] and assign it to the object.
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In the rollout for it, make sure you [[Media:Mlightmap9.jpg | change the UVW Mapping channel to 2.]]
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Now, if you want you can use the F10 key and do a [[Media:Mlightmap4.jpg | quick render]] and see how it is turning out.
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Once you export, you can link in your Age and see how it looks:
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[[File:KIimageltmap.jpg]]
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[[Category:3ds Max Tutorials]]
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Latest revision as of 13:10, 14 May 2012

Disambig gray.png

This is a tutorial page.Versions available: PyPRP; 3ds Max; Korman.
 
The final result as seen in-game.
Lightmaps are used to show light splashes (like you would see from a spot light) or for defining shadows better. You can use them just about everywhere, but keep in mind that they can bloat your texture PRP. Cyan kept the number they used of these to a minimum, and limited them to interior places. For larger areas, you might want to consider using Vertex Painting to define your shadows better.

Prerequisites

Tutorials

You need to be familiar with Plasma's lighting system and the Plasma plugin.

Getting Started

Sample Lighting Setup
  1. You need to setup your lights that will be producing the light splashes and shadows. Directional lights work best, but you can use any Max Standard light. Don't use Plasma Run Time lights for these because they are only used for lighting the avatar.
  2. Go to their Modification Tab. Adjust the light to your tastes.
  3. Set the map size to the same size as the actual textures being used on the object.
  4. Select the object that the lightmap is going to be on (in this case it's a floor). In the Modifier Tab, add another Unwrap UVW modifier make sure you set this one to channel 2.. Do not use the one you put in to UV map your texture - This will need to be a 2nd UV channel in the rollouts.
  5. Open the UV Editor and remap the 2nd channel so that all the faces lay inside the single texture tile. Make sure all the faces are inside the blue box.
  6. Go to the Component Manager and click on New->Render->Lightmap and assign it to the object.
  7. In the rollout, make sure you change the UVW Mapping channel to 2.

Now, if you want you can use the F10 key and do a quick render and see how it is turning out. Once you export, you can link in your Age and see how the end result looks.