3ds file although this can be changed later) So in simple, if your model is stored in C:\3dsma圆\scenes\model1 put it there! Ok, in the "Objects to Bake" Section click in an empty space then click on your model, and its name will appear here, if you notice mine was called Box12. 3ds file will need the texture in the same directory as the. Change this Directory to the same directory to were your model is saved and will be exported (Development applications when loading a. Ok, this window is our next stop! Firstly we don't need to mess around with all the settings bar a few, so firstly the "Output" setting. On the menu at the top click "Rendering" scroll down the list to "Render to Texture" (Shortcut 0 on the keyboard) This will open up this new window. Also add a few lights to the scene, make sure shadows are on. I just applied a default gray material to the object. Ok, what we need to do now, is take all the objects we want to lightmap, in my case it was everything so i attached everything together using Convert to Editable Mesh->Right Click-> Attach-> Select all the object(s) we want to attach. Ok, so we have our levelĪnd after we have built this we are probably thinking, "hmm, lacks any textures" were not going to go into applying textures UV mapping or Unwrapping, were just going to light this scene and make it work in a development engine. Ok, firstly open 3ds max (i find opening the program helps me work in it). The idea is that instead of creating lights in the programming application which can drain the cpu, we could just render out the level with the light and shadows already burnt onto the texture. Ok, the reason for lightmapping and what is itīasically lightmapping (baking textures) is to render out a single map for your level with lighting already applied to it. Instead of letting you sit up to 4am to work out the problem i'm going to do it for you. Ok, i don't generally write tutorials or publications however a ot of people have contacted me with the same problem.