Hi there, I'm making a hand-painted skybox and I need to bake it from a sphere in 3ds Max to get angular deformation at the borders. I'm using the self-illumination material, but unfortunately it doesn't ignore the lighting, as you can see there are brighter and darker zones on my bake while I need everything to be uniform like on my original painting :
ORIGINAL
BAKED
There is a lot of shading from the sphere showing on the baked texture. My question is, how do I need to set up my material to get rid of any light information? Thanks in advance.
Replies
Also if you're baking a cubemap, using a Reflect?Refract will get you better results. Not sure if this is what you're after though.
I tried playing with your hints and found the solution : The trick is to set the "self-illumination" "slider on the right to 100. No need to use a self-illumination map or to change the diffuse/ambient, maybe you were referring to that when talking about self-illumination, monster. Thanks for the help guys !