Critical Mass :: 3D Action Puzzle Game

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Forum Index - Texturing - Texture Baking Question

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-Zero1
Junior Member
Zero1

3 years ago
I am trying to bake textures and am getting some strange output. I followed this tutorial:

[Link to www.maxfanatic.com]

When the texture bake output is complete, I get all of the geometry broken up into each face on the texture which is like a giantic puzzel. I know I can tell it to apply the baked texture back to the source and that is done. The baked texture in this example is a huge waste of space and I need to optimize the maps, say one for each wall, and then the objects. How can I get Max to render more effecitly instead of giving me a 1024 X 1024 large map? The oringal textures I created are 512 X 512 but beause of the output settings and the way the maps are made, they are reduced to 128 X 128.

For my needs, I need to remap the baked textures to my objects and there is no way I can manually texture each face. Example, I have a room and I merge/attach all the objects together. The room has a chair and a fireplace. How do I just get an output with the textures baked into a wall? This is kind of hard to explain...I wish I could attach an image.


-Tyson
Senior Member
Tyson

3 years ago
firstly what is the reason for baking the textures, I know theres plenty of different reasons you may have but maybe there is a better approach for your needs.

If you want more efficient use of texture space you need to unwrap your uvs manually and bake the textures to the existing uvs instead of automatic flatten.

You can change the resolution of the baked textures in the render to texture dialogue but you usually need to go quite high to capture enough detail. eg. what used to be a texture tiled all over the walls or perhaps a procedural texture is now being represented using only the pixels in your baked map 1024x1024 so the larger it is the more accurately it will be to the original texturing.

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Critical Mass :: 3D Action Puzzle Game

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