Right, bake normals as normals. Normals need to be baked as normal, because normals are relatve to uv space and mesh normals. So if your mesh normals change, or if your uvs are rotated, baking just the texture information will not work. Apply diffuse as diffuse and bake a diffuse map(no need to worry about lighting) Apply…
This is 100% correct, diffuse map will be the diffuse colour of the pixel, nothing more. 'Complete map' is the equivalent of the preview rendered frame buffer which is sometimes visible when you bake. Diffuse bake should not have lighting info in it when baking, so you can save that step with the self illumination.
There is a specific map "color" or "diffuse" map type to bake in max, i cant remember what it is called, that will not bake any lighting info, just diffuse info. Remember that the baking preview in max is always a lit preview, not a preview of the actual map you're rendering.
Ok i didn´t know about normals, but when EQ says so, there can be no mistake :) I forgot about what EQ mentioned, that it will not work because they are relative to uv space. But are you sure about baking diffuse as diffuse with not worrying about lighting? Each time i rendered out my maps they contained lighting and…
you have to apply the normal map as diffuse too i think.You can try to bake it as a normalmap but i imagine it reading the data from the meshes normals.
Hey Incomitatum, This is an very old thread but since i was googling and found this today, i decided that this should be good as any to make my first "official" post. So What i've learned to do is this... (oddly inverse of what people above have done, but basically the same) (Existing objects) Tonight i successfully…
When baking diffuse to diffuse, remember to shut off AA and Global Super Sampling otherwise it's going to blur things. If you turn both those things off you get a pixel prefect transfer (aside from any rescaling problems you introduce). You also don't need to project as that could cause some distrotion but bake from one…
Not sure how good it bakes, but you will need the model with you old UV´s and one with the new ones, apply a projection modifier, apply the map you want to transfer to the diffuse slot and bake out. But you have to render it with 100% Self-Illumination, otherwise new lighting information will be baked within, which is not…
I have made some assets in Max some time ago. They are mostly modular, but at the time I weleded them together, they have no back faces, and I had no concept of keeping things "on the grid" for UDK. Now I find myself rebuilding them. Most of their old asset's textures come from 512x512 maps that are box projected onto…