Depends on the game engine you're working with, and the platform you're aiming for. Like, if it's for a mobile game, you'll just bake all lighting using the diffuse UVs and combine with the diffuse in Photoshop. But for PC or console, the shadow map will often be calculated at runtime. The GI map should probably be masking…
Hello, This should be pretty obvious to quite a few of you but how do you bake global illumination to textures? I'm coming from VFX so some of the game workflows are alien to me. I was thinking baking GI to second UV map in the same way that you bake the shadow map. To make it clear, at the end of the baking process I'd…