It's pretty easy to bake in Max, if that's what you have or prefer. * Select the model with two UV channels on it (like my glTF example). * In the Material Editor, add a Bitmap node, and load your equirect map. * Set the map channel in the Bitmap node to the equirect UV layout (channel 2 in my example). * Add a Physical…
Why re-bake to UV2? . This UV1 is the most efficient use of texture space and geometry for both spheres and sky domes . I do it same way for decades. it could lod up to cube like shape, basically a subdivided cube with a seam along equator , have proper distribution of texel size , mips properly etc. just calculate how…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog.Or any texture baker that support a texture on "hires" mesh. Substance…