Hopefully this is a simple one, I've got an asset for use in a game and I need to add the model bake onto a texture. I've done this before but it used to just be me setting the bake to multiply and layering it on.
However I've been told that the proper way to add a bake to a texture is to layer on a multiply layer at 50% opacity and a copy on top with an overlay filter set to 70% opacity. I gave this a go but the texture seems to lose most of it's color and become 'washed' looking.
I want this bake to give a proper impression of the asset being lit (it's an indoor space) by natural light, my bake was done in a Mental Ray sky portal lighting environment for Max and overall I'd say the bake looks convincing (but that may just be inexperience). However just setting it to multiply over the texture sort of removes the brightness of the light entering the space.
So could anyone give me an idea if the 50%:70% ratio I was told about is the best method, or should I be doing it differently?
Thanks!
Replies
If not, you can set it to Overlay, attach a levels and set it as this
I can layer the bake on but in the game the areas closer to the windows don't seem to be much brighter than the rest of the asset. Overall everything looks rather dull and I'm wondering if I'm applying the bake incorrectly? I can show what the issue is if that would help people, however the project isn't a public one so I'd rather not post images of it unless it's needed.
Thanks again.
Basicaly, if you overlay white on an image, it gets washed out, kinda tricky.
You'd also need to give more context on what you're building and which engine, because if you're using a PBR engine, AO maps need to be it's own map and imput into the shader that way, the engine does all the overlaying for you.
I asked about proper baking practices in Max a few days ago but never got a reply, so I dropped the scanline renderer and went for the MR method. I don't know if this is considered a good/decent lighting setup as I don't have much experience to say so. But to me the areas around the windows are nicely lit and it gives the cab itself a somewhat realistic look. However in-game (game is Train Sim 2014) the bake provides little to no influence on the amount of simulated light in the cab. Everything looks dull and I'm starting to wonder if it's the shaders I set it up with that are giving me hassle?
Here's how it looks in the game, to me it looks far more dull than it looked in Max. I know I added textures under the bake, but the underlying colors are very bright themselves. I know most won't know the TS2014 game engine, but maybe someone can give me an idea as to how I can achieve a better result?
I'm benchmarking this off a friend's product, which has a very convincing light bake in the cab. I just want to make this one look more natural on bright days...
If this is about baking light information into a texture, then there is no proper blending mode or ratio. Try something and if it looks off, adjust the values and try to push the result towards something you think looks better.
So, how does your light map look in terms of black/white balance? I can't tell from your max render if we're viewing the map on a somewhat gray material. Anything that isn't shaded should be white, and full shadow should be close to black. You can always use Curves/Levels to boost the effect, and opacity to drop it back.
I agree with Quack!, it looks fine, but what's missing is any sense of highlight or tonal variation for each element.
It's great to get some opinions and tips from people in the industry, I don't get to talk much about my work with others so this is a great opportunity, thanks for all the help folks!:)
edit: I have trouble putting thoughts into words sometimes, I don't think I explain well.
The issue is that a spec map and a normal map exist for pretty much every texture seen here. The spec is something I find hard to work with as the engine uses the same map to control specular and reflectivity, which causes all sorts of problems when I try to make the plastic walls/panels a low reflecting but soft and strong specular material. I'd like it to be more diffuse looking, but working with this game engine rarely produces nice results. So I think I should get on to someone who works with the engine, there's no point in me asking about the details here.
I've realized how hard it is to explain art and CG in the context of a forum, so I appreciate people making the effort to say what looks off in the most concise manner possible, advice has been taken in