I just wanna ask if there is a way or it is a specific method to bake the material or the shader by Render to Texture in 3dsMax, or Maya.
I used Mental Ray for example, moreover I've just come up with this idea and here are what i've done for making this thread. So if there was anybody having mentioned this before or this is totally silly then forgive me cuz I'm a newbie, still a alot to study.:)
I used a model I made for my semester project, all image files were 1024x1024
First, this is the Diffuse Map and Bump
This is the model in ViewPort with 2 maps above (no Specular Map cause I just want to make a comparison with the Shaded)
And next is the resultS I did with Mental Ray, using Arch&Design with the template Copper (a template material in A&D , it looks kinda like gold hmm..). I added my Normal map to Bump slot
when I bake the texture, (I dont know what I have to bake so I try using Complete Map and in the Render Frame, Max gave me another image that looks quite better than the Complete map. Here it is
Look great to mee!!
But the matter is that when I apply the baked texture, only it with the Bump Map to the model, the seams appear :poly142:
I upload some more images like the steps I've just did with diffuse map added (still MR and Copper)
After all, I guess the problem may have something related to the padding, I mean it's ok when we paint the texture over the normal map for making the diffuse map, when we bake the model it just fit in the UV itself.
SOOOOOOOOO, my question is....in the top of the thread.
Do this method make any sense at all or people dont use this for making games but the specular map always? Or even there is a way to fix the seams appearance like that if I want to use this method
Actually I used this method for another model in my project too (with my lights set in purpose) but I had to use Viewport Canvas to clone the texture in order to fix those black spline but it took me too much time
!!
Replies
If using mental ray where the padding can be a bit naff, you can bake with 0 padding, save a alpha map also, the use xnormal's dilate filter to create the correct padding.
As for whether this kind of workflow is used, some part of it is used often, in as much as we can bake all kinds of maps in max to combine in photoshop for the final set of textures.
Specifically speaking though, your metal texture might not be super useful as it stands depending on the context. The reflections and specular highlights there are baked into the texture, and will not respect the environment or lighting setup the asset is placed in.
Hopefully tat helps a bit?
I tried with 0 value padding :-? still the same but can you speak more clearly with creating the correct padding I aprreciate a lot
In photoshop, select the alpha texture, and use it to copy your baked diffuse to a transparent new layer using ctrl-J command.
On this new transparent layer, use the xnormal dilate filter with high value, and it will create padding for the new layer, which you can collapse down.
Good luck!
I didnt know about that filter til u tell me now hehe
thank u very muchh