Basics of baking to texture The point of this
is to get the basic experience of texture baking, where we get the shadows,
lighting, and other aspects ‘baked” into the material so they exist
independently of lighting conditions. Set up a little scene
with one spotlight with shadows on.
Convert your model to an editable mesh. With the model selected,
Hit 0
Notice here we are
using the automatic unwrap
set to channel 3, the default setting:
Add a CompleteMap
... this will include most aspects of the map.
Specify a large enough
size, here we are using 1024.
The material will
be rendered to a Targa file.
Render ... this image
will be saved to the destination you set earlier.
Your model will have
had a new modifier automatically assigned for the UVS.
Save the UVWs here. Make sure you change from Channel 1 to Channel 3.
Export the model to a .3ds file.
Reset max and import the .3ds file to your new file.
You will notice it
is an editable mesh. Apply a Unwrap UVW modifier ... Hit Edit you can take a look at the layout of the UVWs.
The UVWs
look different.. Load the UVWs you saved earlier
The UVWs
will pop into place [if you
are in channel 3 and exported an editable mesh, not editable poly.]
Make a regular standard
material with the baked material in the diffuse slot ... make sure you
set the map channel to 3 ... here is a render with no lights on, self-illumination
100.
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