Using 3ds max to export to .my3d
Baking each map separately on channel 1 (lightmap, shadowmap, diffusemap, whatever you like) then each map will be put together in photoshop (multiply).frostysnowman wrote:If you used channel 1 for your lightmap mapping coordinates, which channel would be used for the diffuse mapping coordinates? What you say does not make sense.e^x wrote:Ok, kind of late reply. But anyway...
Try using the automatic unwrap first before even baking. Use the automatic unwrap, then go to render to texture, using channel one rather than 3. I'M not sure but the way I see it is Irrlicht is looking for channel 1 which is not unwrapped.
Try that, it might work.
The result will be the diffuse map containing the shadow information, and even the occlusion if you need to bake it as well.
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That will not work, if you have tiled mapping coordinates which is used on most 95% of models. That will only work if you have unwrapped your model, which is usual only done for small models that need detailed texture information. And what you say is the bad way to do it- instead of baking all of them seperately you should bake a complete map. Although the complete map will not hold occlusion data.e^x wrote:Baking each map separately on channel 1 (lightmap, shadowmap, diffusemap, whatever you like) then each map will be put together in photoshop (multiply).frostysnowman wrote:If you used channel 1 for your lightmap mapping coordinates, which channel would be used for the diffuse mapping coordinates? What you say does not make sense.e^x wrote:Ok, kind of late reply. But anyway...
Try using the automatic unwrap first before even baking. Use the automatic unwrap, then go to render to texture, using channel one rather than 3. I'M not sure but the way I see it is Irrlicht is looking for channel 1 which is not unwrapped.
Try that, it might work.
The result will be the diffuse map containing the shadow information, and even the occlusion if you need to bake it as well.
Hybrid- there is no channel 0. And it is best to have the lightmap mapping coordinates at channel 2.
As an artist I prefer baking each map separately, that gives me more control over each map since I'll have the ability to modify them later on in Photoshop. So basically, just like Occlusion, (which can be done in several ways, all of them giving almost similar results), there's not really a "bad" way to do it.
Also, I do prefer unwrapping the environment, since this allows me to go in ZBrush and give it an organic feel. Also this provides more variety to the textures since you can create many variations of a same type of texture.
Also, I do prefer unwrapping the environment, since this allows me to go in ZBrush and give it an organic feel. Also this provides more variety to the textures since you can create many variations of a same type of texture.
Exponentially evolving. Leaving behind the obsolete...
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If you're making a game, I'll be amazed to find out every single piece of geometry does not use tiled uvw mapping coordinates. Depending on the circumstances of your 3d application, however, unwraped uvw coordinates might be appropriate.e^x wrote:As an artist I prefer baking each map separately, that gives me more control over each map since I'll have the ability to modify them later on in Photoshop. So basically, just like Occlusion, (which can be done in several ways, all of them giving almost similar results), there's not really a "bad" way to do it.
Also, I do prefer unwrapping the environment, since this allows me to go in ZBrush and give it an organic feel. Also this provides more variety to the textures since you can create many variations of a same type of texture.
A way of giving detail to textures applied using tiled mapping coordinates is by applying a detail map(s).