While keeping the original tiled textures on the objects. I successfully imported baked AO map with .glb and this works with the tiled textures, basically it’s a multiply map on top of the already existing maps on the geometry. But I failed to do the same with baked lightmaps, don’t know how to set it up or if it is possible to begin with… Someone?
how did you import the ambient occlusion map?
Just connect the AO map to the AO input in the PBR material. Than export as .glb. It’s that simple*. It theory it have to be that simple for the lightmap too. Blend with the colour map and export…
But the .glb exporter gives me errors, that I am using incompatible blending node. and the material cannot be exported properly. I am on 3DsMax, so I have no idea if the problem is with 3DsMax, or .glb simply is incompatible with lightmap blending?!
…* if you use tiled textures on your model, the setup is a bit longer. You need to create a second UV map channel, Unwrap the Channel 2 properly and bake the AO map accordingly. Than in the AO map you need to specify that this map is for the UV2. But that’s it.
oh…i use blender, i have no clue