Hello all
My second attempt at creating a bake window for modo and this time it worked out.
I have added the video below so you can get a good grasp on how to use it before I upload the files (still have to work out how to make it's integration painless for users).
The vid quality is not great and it is a bit long, you have been warned :poly122:
www.youtube.com/watch?v=48h0NmXU9v0
I should have it uploaded this week sometime :poly121:
cheers
Replies
####BACKUP YOUR MODO CFG FILE#### before you do anything.
Add the "Bake" file to your scripts folder and start / restart modo.
Add a new "TAB" using the + sign and choose "Application" then BakeVP. You should then have the bake viewport.
I cannot and will not be held responsible for any errors this may cause you. I have fully tested it on a clean install of Modo 801 SP3 with zero errors.
I have also replaced my backup copy of the CFG file and everything works as normal.
You might experience issues using earlier service packs !!!
**NB** Do not use the "Maximise ViewPort" button to lock the RAY GL render view to your models, just change to any tab and back it works fine. You can test this yourself as it creates an ugly 27359941353:lay-unmax in place of the BakeVP name.
I have added another way to view your cage & high poly using the Topo view, you can turn it on and off see the pic below.
http://www.dropbox.com/s/plccxnwvdj54fkd/NewCageMode.png?dl=0
here is my background image file i use for the GL background:
https://www.dropbox.com/s/bapncqq6c9qk740/BG.png?dl=0
Happy baking :poly121:
Don't trash people's effort, specially the hard work they put in giving away the free plugins we all enjoy.
My photobucket is bummed out. I will post a pic later with some labels but it is self explanatory
@StormyBA
Many people do have issues with baking in modo due to the shading tree and getting assets from modo into UE4 for instance is not very clear for new users. The tab it's self is quite fluid, check it out :poly121: