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View Full Version : About "Texture Baking"


TARZAN
08-14-2003, 04:33 AM
i wanna make a "Baking Material",but i can't do it well,example:UVWmap, Light...

Please help me

thanks

:hmm:

countessZanne
08-17-2003, 09:14 PM
Have you tried the Max's help tutorial on texture baking? It's pretty good - clear and concise.

-Suzanne

TARZAN
08-19-2003, 06:02 AM
thank u.

let me try again.:beer:

AlecMoody
09-04-2003, 07:37 AM
get bakersfield 1.23

It doesnt screw up your UVs like standard Max texture baking.

sevenfingers
09-04-2003, 11:08 AM
Neither does the native UV baker if you uncheck the option "Generate automatic UV coords (or something)". KInd of freaky they put that in the first place... hehe. Also, For some odd reason, the Mat ID that is set as default is 3... usually I work with Mat ID 1 mostly, so that might give you trouble. My pet peeve with the baking is that it bakes not all the channels (I can't bake my bump map, I have to switch it to another working channel). And that the res maxes out to 2048x2048 (any way to fix this?)

EricChadwick
09-04-2003, 06:44 PM
The res can be upped. There's a post somewhere on the Discreet board about how, sorry I forget the details.

David Lightbown
09-04-2003, 07:47 PM
When I apply a Render to Texture on some objects in my scene, it seems as though the
pixel size is not uniform across all geometry, even when Use Automatic Size is checked for all objects. However, when I check each object, they all seem to have different map sizes based on the geometry size. I usually use "Nearest" in my Texel Lookup in the OpenGL preferences so I can ensure I can see the different sizes of pixels.

For example, with a lightmap on two objects of different
size, the smaller object will have a more detailed lightmap simply
because it is smaler. The pixel distributing seems imperfect to me...

Any ideas what I might be doing wrong here ?

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