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Texture Baking


bakspac
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Hi All,

 

I have a kitchen scene which is lit with max lights and it is a fairly simple scene i.e textures and modelling.Now I am happy with the ligthing I want to bake out the light onto the textures.So I can get fast render times and paint alittle highlights etc.

 

I know if I select the scene and render to texture it will render a seperate tga for every object.I dont want this, I want everything unwrapped and baked on the one tga .i know its possible if i attach all my objects but then this starts knocking out the light in my scene.has anyone got any solution for me?

 

Many Thanks

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3d studio max 9.

 

Im basically tring to bake out a complete set.Surely theres a better way than attaching everything and baking it out as one? One main problem I have encountered is that some lights are including objects and some excluding and this inturn effects the way i bake the objects.

 

I have never baked out so many objects in a single scene. Im tring to refine it, as there are alot of sets to do.Im doing tests at the moment to get the speed vs quality balance right.Any advice on this would be great.

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the thing is, if you collape all your meshes your gonna have to create a HUGE map, and i think youll have to uv everything. the advantage with several maps is each map can be a reasonable size and more workable.

personally id collapse certain things together, so you end up with say 10 maps. ie collapse all the walls, doors, window together, then collapse stuff by material properties, so you have all your reflective / gloss objects on one map, and your dull, none reflective objects on another, etc etc.

 

by the way, how are you connecting everything together?

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