bakspac Posted September 19, 2007 Share Posted September 19, 2007 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 Link to comment Share on other sites More sharing options...
Spooner04 Posted September 19, 2007 Share Posted September 19, 2007 What software are you using? Link to comment Share on other sites More sharing options...
bakspac Posted September 20, 2007 Author Share Posted September 20, 2007 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. Link to comment Share on other sites More sharing options...
notamondayfan Posted September 20, 2007 Share Posted September 20, 2007 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? Link to comment Share on other sites More sharing options...
bakspac Posted September 20, 2007 Author Share Posted September 20, 2007 I am just using edit poly/attach. Im just experimenting at the moment so if there is a better way let me know as this is one of the problems Link to comment Share on other sites More sharing options...
notamondayfan Posted September 20, 2007 Share Posted September 20, 2007 thats how id do it, but when you attatch models, you may get irregular uv's. by this i mean, if each model has a seperate UV, then you collapse and attatch them together, you will sometimes find the UVs will over lap when you use UVW unwrap, which is how the maps will render when you render to texture. Link to comment Share on other sites More sharing options...
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