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Bake diffuse maps
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  • JohnS
  • Posted: 15 October 2008 11:03 AM
  • Total Posts: 2
  • Joined: 15 October 2008 05:14 PM

Currently Mudbox can bake normal maps and displacement maps onto a low poly mesh from a high poly mesh.

It would be handy if it could also bake the painted textures (diffuse, bump, etc.) from the high poly mesh
onto the low poly texture.

Something like 3ds Max’s texture baking.



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Yep, that would be a great solution to not yet being able to merge together map layers.  Good call JohnS.



DAVE KING
_________________________________________
FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au

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  • dburdick
  • Posted: 30 October 2008 01:00 PM

I second (or third) this.  It would be great to just collapse all of the maps into one set.



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  • irobert
  • Posted: 30 October 2008 05:50 PM

Yes I agree to this as well, I also think we should be able to bake out AOC maps as well, as listed in my post below. I think anything that you do/paint in mudbox should be able to export into a map. Extracting diffuse maps (and others) from high-res geo onto a new mesh with fresh uvs would be a big plus for mudbox.

http://area.autodesk.com/for...ct-texture-maps-question/

Maybe I should have posted my topic here first. Woops.



Robert Vignone
http://www.robertvignone.com
Win 7 | I7 @ 3.6ghz | 24GB DDR3| GTX580 |

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agreed. it needs to be able to bake textures from one model to another.

Currently I have to paint textures on the lowest subdivision as this is the target polycount. If I paint at a high subdivision level the texture is distorted on the lowest. Try painting straight lines on something that is quite complex and then look at the lowest subdive level



Take it or leave it

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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
_________________________________________
FREELANCE CHARACTER ARTIST | GAMES | CINEMATICS | FILM | TVC
http://www.daveking.com.au

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  • billbea
  • Posted: 05 November 2008 12:59 PM

Yep, one of the most important features missing right now, I guess.

In a workflow in which you sculpt your way into a final model and after this reconstruct an optimal low poly mesh (in a different modeller) that fits the sculpted end-result it would be very nice if not extremely useful an efficient if you could bake your diffuse into the imported low poly UV space.

Now other programs are still needed, which makes the workflow unneeded more complicated.



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