Anyone know a good way of doing that? Doom 3 doesn't seem to have the option to take the diffuse color from the VCs (the whole colormap parameter is undocumented...) and my LWOs (even after fixing with Deep Exploration) crash ORB. The ASE exporter for Blender seems to no longer exist and I'm not sure ORB would take those…
Ryno: That might work if the hipoly's cage was the model I was trying to render to. I'd have to give it UVs that exactly match the lowpoly model. But yep, MoP's right, no 3dsmax here, I'm using Blender.
Work with Sub-Ds. Do your low-poly control mesh, UV it, add MeshSmooth, Vertex Paint it, then Texport or Render to Texture to a new map. Yank off the MeshSmooth, apply the rendered/texported texture. Should work fine.
Oops, now I'm thinking you probably want to go from high-poly-non-UVd to low-poly-UVd, in which case you probably need a projection solution, ala max7 or Kaldera.
Probably could do that in max, with Render To Texture. Didn't Bobo have a tut about baking vert-color lighting into a bitmap? You might even be able to use CrazyButcher's new scripts.
Soclab no longer lists ORB on their site and the URL returns a 404, somehow I don't think they're going to work on it anymore... I'll try to get some UVs on the model and see if I can convince Doom 3 to use texture colors (it can do material colors but I'm not sure about textures). Problem is the radio-baked mesh is really…
So is the issue that you want to extract lighting info that's been baked into high-poly verts, then convert that into a bitmap UV'd on a low-poly mesh? So you absolutely need a ray-caster. ORB crashes when you feed it files... have you tried contacting the authors? I often find that small software devs like these are quite…