Author : afisher


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DasMatze's Avatar
Old (#1)
Hello! I created a model and mapped a very simple texture (containing of two colors) to it. Since the model is for The Sims 3, it must have more complex UV mapping (because you can apply patterns ingame). So I took the free standalone lightmapper called Gile[s], unwrapped the mesh and created an ambient occlusion map.

My problem is the software outputs a model with the UV map for the diffuse maps (like the input model), a model with the UV map for the lightmap and the lightmap itself. There is no way to apply the simple mapped diffuse texture to the complex, unwrapped lightmap mesh.

And now I'd like to know if you professionals know any way to combine these two textures.

Thank you in advance!
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dustinbrown's Avatar
Old (#2)
It shouldn't be a problem since they're on different UV channels. If you want to combine them in Photoshop, you can use Render to Texture in 3ds Max to bake the lightmap from one UV channel to the other so the UVs for both textures match.
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DasMatze's Avatar
Old (#3)
Thanks for the help! It is a problem since you can only have one UV channel in The Sims 3. Also I need the more complex UV for the diffuse because of the pattern options ingame (you can choose patterns which get projected onto the diffuse texture).

Unfortunately I don't have access to 3ds Max or similar priced software. I tried to get into Blender but I never had success. I hoped there was another option.

I better stop at this point and focus on other games where no professional UV map is needed.
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