Lightmapping with 3DS Max - working better!

Community Forums/Developer Stations/Lightmapping with 3DS Max - working better!

Kryzon(Posted 2008) [#1]
For all you who complained about Max's auto-flattening suckage of UV maps (and how terrible the uv space was utilized), here's a nifty little plugin that seems promising enough:

Robert Cummings(Posted 2008) [#2]
It does seem promising. Have you tried Giles though? its free now and can load in stuff from max pretty well.

Kryzon(Posted 2008) [#3]
Well, I'd definately use Gile[s] wasn't for this strange feature of it...I place an omni right on top of my model, right by the side of by, and it only lights up some weird faces. Doesn't make any sense. It's not like an omni light on max, which lights up the entire model.

And other lights I place on the scene make no difference at all. They all light weird faces and most of the model keeps black. The only thing that seems to work is the Ambient light (but that's not good when you want those GI samples and shadows).

AdrianT(Posted 2008) [#4]
3dsmax now packs multiple objects to a single texture now much like Giles which is handy. Wanted that for years :)

You just reminded me that theres a Giles exporter for ogre, didn't know giles was now free, that means it might be handy for flow users in blizmax. I know of two giles>ogre exporters.

Beaker(Posted 2008) [#5]
Kryzon - do you have strange/missing normals on your model?

Kryzon(Posted 2008) [#6]
Nope, it shows perfectly on the smooth shaded mode.
It's related to lightning really (and it's not that it's disabled, everything is checked properly - AFAIK ).

Naughty Alien(Posted 2008) [#7]
..Ill think twice before i came to conclusion that Giles has more powerful and better lighting set than 3dsmax...

AdrianT(Posted 2008) [#8]
Giles doesn't have better lighting so much as easier to set up global illumination thats easy to get clean results much faster than you are likely to in 3dsmax. With 3dsmax you need to fiddle with the physics of the lights and renderer a lot more and understand a bunch of technical stuff thats not needed most of the time for games. So Gile[s] is definately worth a look, Its good even if you just use it to quickly pack your UV's, something that most 3D apps aren't that great at unless you buy dedicated plugins like RTT used in the witcher.

Kryzon(Posted 2008) [#9]
So Gile[s] is definately worth a look, Its good even if you just use it to quickly pack your UV's, something that most 3D apps aren't that great at unless you buy dedicated plugins like RTT used in the witcher.

You know, the major reason 3DS Max is not completely apropriate for lightmapping is because of his Auto-Unwraping modifier, which does not optimize the usage of the UV Space - where there's a lot of space left. You just gave me a great idea: Merge the model in Gile[s], pack the UVs there, then import back into 3DS for proper lighting! If that works, I'm done.

AdrianT(Posted 2008) [#10]
that should work, and theres a 3dsmax plugin somewhere, been a while since I looked at Gile[s], if its a script it may still be compatible with newer 3dsmax versions making it MUCH easier to get media across the two packages.

Kryzon(Posted 2008) [#11]
If you're talking about the 3DS Max B3D importer located in the Gile[s] download section, I think this is it:

Gonna try it out. Thanks again for all the help!

AdrianT(Posted 2008) [#12]
Actually I was thinking of an actual .gls importer for 3dsmax. I just looked it up in my backup HD for you. It's a maxscript so it may still work. It was for 1.3x[s]

gile[s] scene importer for 3ds max

- Unzip files and place in '3dsmax\scripts\startup\' folder.

To use the importer:
- Go to Utilities panel in 3dsmax
- Select MAXScript
- Select 'gile[s] scene importer' from the drop down menu
- Click 'Import gile[s] scene' to import a .gls scene


- Scene Importing
- Reset Scene, will reset the current 3dsmax scene before importing the .gls file
- Merge with Scene, will merge the .gls file with the current 3dsmax scene

- Lightmap Importing
- Self Illumination, will import the lightmap to the Self Illumination map of
the materials. This is probably the easiest to handle if you are going to export
the scene from 3dsmax. This is not good if you want to render the scene inside
3ds max, as it produces incorrect render results.

- Diffuse->RGB Multiply, will import the lightmap to a RGB Multiply map placed in
the diffuse map material slot. This is ideal if you want to render your scene
from inside 3dsmax, as it reproduces the look of the scene exactly as it is in


- The importer assumes you are using Modulate 2X blending for lightmaps in gile[s].


- Hierachy
- Vertex lighting
- Lightmap loading
- First texture layer
- Alpha and Mask texture transparency
- Reflection textures (only sphereical reflections are fully supported)
- Texture transforms (offset, scale, and rotation)
- Material Blend modes
- Material Opacity
- Material Color
- Material Shininess
- Omni, Spot and Directional lights

Known problems:

- Lights may face in wrong direction
- Hierachy may mess up if something is a child of a light
- Cancelling may cause viewports not to be redrawn
- Mysterious errors may happen, but will resolve themselves
if the scene is imported again

For more information about gile[s] - global illumination editor visit:

Have fun!