Quote:
Originally Posted by Mikhayl
You also need to delete the "interiorillumination" controller attached to the main node (you can put it back later). With this controller active, every model without 2nd texture channel + lightmap texture will appear totally black.
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Another way that doesn't require the removal of the controller: create a full white texture for the AO-map (RGB channel of O01). Similarly the specular map: create a grayscale copy of the diffuse map, paste it in the Alpha channel of the O01 texture, and voila, you have a working texture and the model will be lit correctly (although specular highlighting is obviously not good, and no true AO shading etc).
You however would need uv2 data but it doesn't have to be 'correct' so to speak. This can be done by either copying the main obj, and rename it to ...-uv2.obj (basically you create fake uv2 data) and use the import with OBJ as uvmap support files. Or you could use the Unwrap modifier and create 'fake' data for the 2nd channel by simply generating a new uv map from the 1st channel. The specular map uses the uv data of the diffuse map so that's no problem here.
Later, when it's time to work on the AO map, you can export the actual correct uv2 data, and replace the AO texture with the newly baked texture.