I would have just read that as a vertex lighting bake onto the model. Which is really sweet when using tiling textures so you don't have to paint in the shadows, let the vertex lighting look after that. It definitely has its advantages and disadvantages. Good luck with the art test though. -caseyjones
thanks for the help though vig. yea it seemed a bit vague, but i think they just want me to bake out the lights using vertex paint. seems simple enough.
I know when you set the render engine in Max to render with Radiostiy turned on, it saves the lighting info to a vertex paint like channel. You can then go in and actually paint and touch up lighting using the vertex paint tools. OR they want you to render out shadow maps? Maybe Ambient Occlusion Maps? OR they want you to…
So I'm working on this 2nd art test (popular guy eh?) that was sent to me by another company. this is a texturing test. one of the bullets in the directions state: 3. The lighting should be baked using vertex paint what does this mean? I am more familiar with maya than max, and it's probably something I know, it's just…
If you're using different bitmaps for top vs. bottom, then use the same UV channel, just a different material for each. Multiple UV channels are needed only if you have multiple bitmaps in the same material, like an untiled lightmap vs. a tiled diffuse. The more UV channels you use, the higher the vertex count of the…
If you're building a fairly low polygon mesh, baked vertex lighting will look like crap. You'll need to go in and paint verts by hand. If you're using Maya you can use the artisan tool to paint directly onto the verts as you would with the 3d paint tool. I think Max has a similar option, although I'm not sure what its…
jackablade - well this particular test is a texturing test. so they provided me with the "environment" to texture. it's actually really simple in theory. all they want is: TASK- texture this bathroom in a realistic style. 1. unwrap 2. create textures using tiles and symmetry and multi-sub objact where applicable 3. The…