Texture baking?

Anyone interest in texture baking before Richard gets his add-ins done, should check out xnormal. Its a FREE and pretty amazing peice of software. xNormal is an application to generate normal / ambient occlusion / parallax and displacement maps. It can also project the texture of the highpoly model into the lowpoly mesh ( complete texture transfer, even with different topologies). Also comes with some useful tools like height map – normal map – cavity map – occlusion – tangent/object space tools.

[img:acy1d72a]http://www.xnormal.net/[/img:acy1d72a]
xNormal

Richard,

I know I am probably asking for a lot here, but is there any possibility of adding texture baking to 3DC? I know that it can already create texture maps, so maybe it would not be such a huge extra job?

Ian
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Actually, this is one of my highest priorities for the future.

But, if I do it, it will likely be an ‘add-on’ to 3DC, not part of a free upgrade. Sorry.

You should be able to do this externally, I think. It seems to me that if you do this, you must uniquely unwrap your model. Meaning, you can’t re-use texture sections for different faces.

Well, it sounds good to me. With this feature, 3DC would be right up there with the big boys, I should think.

Keep up the good work, Richard,

Ian
<!– s8-) –><img src="{SMILIES_PATH}/icon_cool.gif" alt="8-)" title="Cool" /><!– s8-) –>

I give up – what is texture baking?

Bill <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

It’s a way of adding shading directly to a texture. It’s basically just a lightmap pre-blended with the original texture. It saves having to do that in real time. Good for older graphics cards, or even newer notebook graphics chips.

I think the Rail Simulator documentation shows some ‘baked’ models. It really is nice and makes models look much nicer.

You can probably do this with gile. But you’d probably have to blend the two textures yourself using a 2D graphics program.

You can’t texture bake with Gile as yet. although Fredborg has realeased a Texture Baker app.
I haven’t used it but I think it works something like this….
You load the model into Gile
, create the lightmap(s) and save the file as a .b3d file
Next you drag this file onto the Texture Baker app and it will bake the textures for you using the lightmap.
You can then save out the baked textures to your hard drive.

I’m really not convinced texture baking has much of a future except in certain circumstances.
As Richard says you can’t just use the same texture over and over on different parts of the model, to make it work you either need to unwrap the WHOLE model or create a series of identical textures for different areas of the model.
This is very uneconomical, not only that but the baking usually degrades the original texure to some extent.

If you need this sort of thing a lightmap is a much better option, you can apply textures as normal, the lightmap then creates the shadows/highlights as a seperate texture.

The advantage is that you can convert the lightmap to a 16 bit image or convert to a .dds file saving on memory.

ie. you could lightmap a model you already have without changing any of the textures, however if you wanted to bake the textures for the same model you would need to more or less re-texture everything.

There is a downside to both lightmaps and textue baking….
You can’t lightmap or texture bake an animated model, ie the wheels and valve gear on a locomotive.
If you did, as the wheels turned, so would the shading, making things look very odd indeed.
You could lightmap or texture bake the superstructure as this isn’t animated.

It’s just my opinion, but I wouldn’t spend to much time on the texture baking idea Richard, lightmapping would be a much better feature to have. I know most of the high end modelers have texture baking available but as you say it’s mainly used to create stuff for low spec machines nowadays.
Very few modelers have a lightmapping feature, maybe you could be one of the few.
Maybe an option to bake the textures if required.

Having said all that, I still think you can improve the appearence of your models much better just by adding shadows, shading and highlights to the textures as you create them. It takes a lot longer but it’s worth the effort, and you get much better results than either texture baking or lighmaps can produce.

Bazza

I’d be creating an add-in for 3DC that does both light-mapping and baking. Also, a tool to ‘auto-unwrap’, which would be useful only for creating the light-mapping texture (if u ever see something auto-unwrapped you’d understand). And, of course a new improved ‘proper’ unwrapping tool. But, these would all be extra-cost add-ins. It’s too much to give away for free.

I won’t even start this until the summer. Maybe this time next year it will be available. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Btw, I never thought about the animated parts issues with baked textures.

Yes, Gile auto unwraps the model to create the lightmaps.
The problem with animations applies to lightmaps as well and as far as I’m aware there isn’t a way around this problem.
Fredborg wrote some code for Blitz users that gets around it to some extent, it works ok for characters but not for anything with wheels that rotate.

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