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View Full Version : Texture Baking for games, having issues.


AnimG
10-21-2007, 10:26 AM
Hi all

I am having learning issues with 3D Studio Max's Texture Baking in that I can never get a decent result, the texture is either completely black or a solid colour. Other times it washes out the diffuse material with overbright light etc.

e.g. I try an Ambient Occlusion (MR) map on a fully UV unwrapped model, the texture comes out blank but it looks perfect with a viewport render...argh! I am baking to the correct UV channel, I am also outputting to a Standard Material from the baking process.

The only one that has predictable results is a "Shadow Map"

What I am aiming to do is fully light a scene using FG with Arch Scene mats, AO on, Log exposure, photometric lighting (or if working on externals then use daylight)...the full monty. I then want to bake all the textures with the "complete map" so I can export the mapped model to a game engine with no support for physical lights or shadows, everything has to be in the texture.

so, Is there a process I am missing somewhere, Is texture baking in Max better done using render elements then photoshopped together? what's a good approach to this?

Many thanks for any help, tutorials, books, videos, tips etc as this is a new area for me. Once I have mastered the process in mr I have to apply it using VRay too.

Cheers
Anim
..Max 9

AnimG
10-21-2007, 03:15 PM
A little further forwards...

I am finding it straight forward to bake all standard maps using scanline and standard lighting. As soon as I try to bake GI / FG or AO then things go wierd. Black maps or over exposed lighting.

My next task is to try work out how to bake AO as that would be the biggest improvement to texture detail.

Anim

AnimG
10-21-2007, 05:16 PM
A little more progress

Starting a new max scene with mental ray, creating a plane, placing a few objects on it and applying a UVW modifier to the plane (ch1, planar) and doing texture baking using AO works great....exactly what i want.......However, opening an existing highly detailed model and performing the same process results in AO rendering a black map but the viewport render is perfect :(

I'm about to give up on texture baking more advanced maps in max. Will try Maya/Cinema 4D and see how they do unless anybody has an idea.

Anim

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10-21-2007, 05:16 PM
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