Multiple Mesh Texture Bake on ONE UV MAP?

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  04 April 2014
Multiple Mesh Texture Bake on ONE UV MAP?

Hi Guys,

I'm having a problem with texture baking in 3ds 2014!
I have a group of polys which I applied a uvw unwrapper to and done projection based mapping hence the angle shown below

The problem is, when I render, it outputs EACH poly separately which is a pain to put together in Photoshop like the one below.

Each red box represents a UV i had to stitch in photoshop. THe good thing is the positioning is correct, it's just seperate poly's.

It's very tedious and I have an even bigger mesh in the middle :( please help!

I'll even consider payment if you do because I'm desperate and cannot even imagine trying to render out a movie if I have to play puzzle :(
  04 April 2014
can you just attach all the polys together then bake it to one image? then just assign the baked texture to the scene where they are separate? or did I misunderstand
  04 April 2014
I recently finished this model:

All though it only uses one baked texture I baked a map per element as you currently have.
I used the image statistics Scripts > Image Statistics > Maximum Stack Mode
to load all the maps and convert them into one flattened baked map
preserving the positions of each doing the hard work.

Hope it helps.
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  04 April 2014
maybe i'm getting this wrong, but couldn't you just render the image, and use that instead of stitching them together separately?
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