Baking lightmaps in Maya (2008)

Posts: 27
Joined: 2007.10
Post: #1
I am trying to bake lightmaps in Maya 2008. I did this in Game Scene and Character design in Uni (Fullsail), but that was a year and a half ago, and I cannot remember the correct way to do it.

So what I have done is created a secondary UV set for all the objects in the scene that maps all the scene object UV's to a single texture, so I can use one lightmap for the whole scene.

When I try to use bake set overrides to create a single map for the lightmap, this is what I get:

[Image: Bakesetoverride.png]

Obviously, this is not correct, and I cannot for the life of me figure out what I am doing wrong here.

If, however, I do not use a bake set override, from the front, things look fine:

[Image: Bakeset.png]

BUT, from the back, things are not as good as they would seem from the front:

[Image: Bakesetback.png]

Of course, the other downfall to this is that it creates multiple maps for the lightmap, which is not ideal at all; I would like to create a single texture sheet for the scene lightmap.

Any help anyone can give me on this would be greatly appreciated; I have scoured Google for tut, but am unable to find any that will help me with this Shock
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Posts: 27
Joined: 2007.10
Post: #2
On some more research, here is the weird bit:

Maya bakes the lightmap properly, with each object's lightmap on the texture sheet:

[Image: Lightmap.png]

However, it is applying the texture to the objects using the default UV set (where each object takes up the entire UV map) as opposed to the lightmap UV set, even though I have switched the objects to the lightmap set:

[Image: LightmapSet.png]

I cannot, for the life of me, figure out what it is I am doing wrong here. Halp! Rasp

(Also, strangely, when I switch to the lightmap UV set, you'll note that Maya refuses to display the texture assigned to the objects in the UV Texture Editor....)
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Posts: 27
Joined: 2007.10
Post: #3
Figured it out...forgot to check the UV linkingBlink
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