Hello! I'm trying to make a game environment run better (mostly not my stuff) and I'm trying to bake a bunch of quite similar bush models to far simpler models. Basically, the artist who made them made 4 quite high poly spheres, applied noise and gave each one a different tiling leaf texture (with all different colours/etc.) and I'm trying to bake this to a much simpler piece of geometry so it isn't 5ktris (10ktris+ for the hanging baskets). Problem I've encountered is that 3DS Max's render to texture seems to capture either the first or last surface it sees (changeable via a radio button) and ignores all the rest meaning it doesn't capture the layers poking through one another, just the top or bottom layer. This means that when I view the resultant texture, it's basically a cylinder of floating leaves.
I really don't have time to be doing all these models again, (got to be scripting and doing other level optimisations to try and get a playable framerate) and as I've already low polied and unwrapped them I don't want to waste the time doing that either.
Any ideas on making Max's Render to Texture capture all of the layers? Thanks.
Max viewport render:
Baked:
Replies
Is it possible to bake them per sphere and comp in PS?
Just ended up baking all four layers separately and using a render clouds alpha in Photoshop to add variation. Time is short.
Thanks for trying to help.
http://wiki.polycount.com/NormalMap#Baking_Transparency
Thanks again though.