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Good idea - perhaps it would be good to plan it out so that you can easily bake across any map type from several objects to one target object - that would mean we could sculpt and texture component parts to complex model, then pop out a bake of all the diffuse, specular, normals across to one models UV set.
So lets say I am working on a soldier for a WWII game- All the belts, badges etc- need to be shared between models and are already textured- but I would also like to be able to add dirt, blood and scratches ontop of the maps in layers - then bake out the whole shebang to my target mesh - all the layers for spec would be essentially collapsed and projected over to the new UV set. Having this in with the tools that spits out AO, normals and displace seems like a smooth way of tackling this.
Having a check box in the layers for ‘include in bake’ would be nice - lets say you make a few changes- you can go ‘tick-tick-tick’ and bang the bake button. Since you have set up your paths, its job done.
Especially- and this would be gold- if you had an optional versioning system built in- lets say I am about to bake out ‘solider_diffuse, soldier_diffuse2, soldier_spec, soldier_norms’ - you hit the bake button - it takes the existing files, copies them to a versioned files (soldier_diffuse_v2, etc) and replaces the original with the existing. That way your texture paths do not break to your 3d package or game engine and you never accidentally loose a file.
DAVE KING
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FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au
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