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DDS
07-24-2003, 04:12 PM
hi people of cgtalk!:wavey:

i would like that you could answer me this question...

if I bake a texture with 3dsmax (or any other software capable I think) and it gives me the texture of an object with the lightinig, shadows...etc...how can I tile it?, i have separed objects into parts for not making a 5000x5000 texture in some places because it's for making an interactive egyptian tomb. If there was any method of making a tile with shadows...and you know it...could you tell me please??

lots of thanks!!!!!! :)

EricChadwick
07-24-2003, 04:38 PM
Cloning in Photoshop is not an option? Works great in most cases for me. Use the Offset filter, set half the width & half the height, then clone-stamp or use the healing brush.

When that doesn't work, I carefully setup my scene before rendering... aligning geometry at opposite edges of the render so features will tile across the edges.

There are some auto-tiling filters for Photoshop, but they're mostly terrible, way too obvious for my taste.

http://www.btinternet.com/~cateran/simple/
I like the three Half Wraps the best, use them all the time instead of Offset, then clone away.

DDS
07-24-2003, 05:02 PM
yeah, i know that tiling is the best way...i think i haven't explained well.

Let's see...you tile a map 10x10 ok?

then you process radiosity

then you bake that object with the map of 10x10. You will see there all the shadows. And if you save the resulting image and you apply it to the object, you will not need to use shadows in the render...'cause the texture will have them, and it optimizes a lot the render time...

But, i was talking about interactive 3D, so that you can run through it like you want. And as you probably know, you must optimize a lot geometry and texture size in this kind of 3D (games for example)

And here comes the problem, the object was veeeery big, and if I bake the object to get the texture with shadows and everything with some detail...i must save it in a resolution of 5096x5096, and i don't think a machine could load that enormous thiing...

And you cannot make a little texture of 512x512 and tile it, as a normal tile at least NO. Because if you make a 10x10 tile, a shadow that for example occuped the half of the object...would be repeated through it 10 times, and it's completely anormal and paranoic.

I though of spliting the object in 10 parts for example, and texture each part separate from the others. but then if it's an organic object...the borders would see too much...

I don't know if you knew it or not and I think i can't explain better as im don't speak english very well :shrug:.

if somebody could help me...i'd be very grateful...maybe i don't have very clear that idea of baking neither.

Thanks anyway posm!!

EricChadwick
07-24-2003, 06:32 PM
Ah, I think I understand.

The color map should be tiled across the surface, but the shadow map should not. You need to learn the specs about your rendering engine, specifically how it supports light maps or multitexture.

Usually, the color map and the shadow map are separate image files, in which case you would need two sets of UV coordinates. Some engines have lighting utilities that generate the light maps and their UVs for you. And sometimes the shadow map is vertex colors instead of a bitmap, so no UVs for the shadows.

Talk to your programmer(s), or engine makers.

leigh
07-25-2003, 12:19 AM
Yeah, posm is right. I recently did some texturing for a game, and found out all about this.
Some 3D engines (the good ones, that is) allow seperate color maps and light maps to be applied to the models. So you can create two different sets of UVs for this - one UV for the tiling textures, another for the light maps which do not tile :)

DDS
07-25-2003, 09:13 AM
wowww!! thanks!! now I have it clear...lots of thanks!!! :thumbsup:

Barbas
07-25-2003, 09:20 PM
Originally posted by Leigh
Yeah, posm is right. I recently did some texturing for a game, and found out all about this.
Some 3D engines (the good ones, that is) allow seperate color maps and light maps to be applied to the models. So you can create two different sets of UVs for this - one UV for the tiling textures, another for the light maps which do not tile :)

Iwas wondering in which programs can you bake texture like that?
And would you mind telling us which that game was leigh?

EricChadwick
07-25-2003, 11:01 PM
3ds max has 3 or 4 ways to bake light maps.
Lightwave has the Microwave plugin. http://www.evs3d.com/mw_prodinfo.html
Not sure how Maya does it.
Lightscape might still be a standalone, that bakes lightmaps too.

leigh
07-26-2003, 03:00 AM
Originally posted by Barbas
Iwas wondering in which programs can you bake texture like that?

What posm said :)

And would you mind telling us which that game was leigh?

I can't. NDA. ;)

Barbas
07-26-2003, 01:45 PM
Well unfortynately i don't have any of these proggies. Oh well maybe someday.
Anyway leigh i'm gonna make a crazy guess and say it was for a game from Epic(one of the two companies with GOOD engines)

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