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The game engine will bake a lightmap which is a file texture of all the polygon face's interactions with light. It is important for depicting realism. Below is a tutorial for exporting your model as .FBX into Blender to package the UVs for lightmapping. As a side note, a separate UV set can be created for image textures such as a wood grain or marble texture, these allow for overlapping UVs but that is for another tutorial.

Step 1: Important! In Rhino or other modeling program, delete/remove or place on a separate layer all redundant construction items so they are not accidentally exported. Depending on your personal style of modeling, there might be a lot of extra surfaces hiding throughout. This should be a familiar process for submitting final drawings:

 

Step 2: In Rhino, select all final objects of your model and File -> Export Selected -> "Motion Builder (*.fbx)".

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The lowest polygon tessellation will do. If the model has curved surfaces, this setting would need to be tweaked. Depending on the modeling operation Rhino may create too many polygons from a curved surface for a the game engine to handle well.

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