Tuesday, May 14, 2013

Baking Textures and Light Maps

A lot of this I learned from watching the other group construct their game, but here's what I've gathered on baking textures and lights.

In order to bake textures, make the Hypershade pullout is open.  Then, select the object and one texture that affects the object (I haven't gotten it to work with more than one; something to do, then.).  With the two still selected, go to the Hypershade pullout, look under the tab "Edit," and select "Convert to File Texture" (click on the box to the right to adjust settings).  After placing the .psd file (Photoshop) in the given folder, this will create a new texture (the old one remains) with a object mapping of the original, albeit some graphic loss.  This new texture is assigned to your baked object.

Baking lights appears to work the same way, except that the light needs to be selected along with the texture and object, and the settings need to change to add the light effects.

Even in the Viewport renderer, the light pattern shown here only appears when this image is rendered or the light affecting the objects is baked into place.

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