View Full Version : baking shadows:keeping uvw's
Devised_Poly 07-09-2004, 09:43 AM Started working on unwrapping/texturing and was wondering if there is a way to keep the uvws i already have, and bake the shadows onto the texture. I tried a few things, but ended up with the same result. Working in 3dsmax 6.
Thx
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ok not sure if i understand properly what you mean but you could try copying the texture and using a copy of it to render the map out to... if iv got you completely wrong then try this link
http://www.translucency.com/araya/
Hope this helps, Jody
Ghostscape
07-09-2004, 01:34 PM
Uncheck the automatic unwrap in the dialog box.
You're using 3ds Max, right?
Devised_Poly
07-09-2004, 07:36 PM
yes, I am using max. When i uncheck auto unwrap it still renders to both IDs on the same map. Is there a way to have it only bake the shadows to one ID at a time?
kyldub
07-12-2004, 02:59 AM
what you have to do is export the .uvw from your unwrap uvw modifier to the desktop or where ever prior to having it generate its own coordinates from the bake texture option. then you load your saved .uvw file into the auto uv modifier that was just created. so stupid but i havnt found a different way.
EricChadwick
07-12-2004, 02:00 PM
Render To Texture doesn't isolate by material ID. Kaldera does, but then you're talking $395 US. Anyhow, you can simply detach your model into two pieces, then Render To Texture each separately, then composite the two results back into one map.
AndyH
07-12-2004, 05:04 PM
I had the same problem with the seporate material ID's, so rather than faffing around for ages, i just deleted the polys with the ID's i didnt want, and then baked it!
A stupid method, but at least it worked!
Devised_Poly
07-12-2004, 07:31 PM
cool, thanks a lot for the different methods. This will help a lot.
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