This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
I have some models that I need to bake color and shodows to reduce render time. The models have no overlapping UVs. But, how I textures them is by using a 512x512 tilable texture and setting the repeat U and V to like 5 so the texture scale is appropriate. Will this cause the bake function to fail? When I click convert in the batch bake options it starts to calculate and then fails and my geometry turns transparent. Any help on this would be appreciated!
Here is a screen cap of my settings. I got the bake to work only with single objects at a time. But what I am really trying to achieve is baking only color and shadow info not the lighting. As to cut down on render time. I tried to also selecting my geometry and the material assigned and converting it to texture map via the hyper shade options. But that didn't work either. I really don't know if what I'm doing is capable in maya?
I tried that. I selected my geometry and then shift selected the material applied to the geometry. Then in the hyper shade I went to edit convert to file texture. I am using a Blinn with a repeated texture on it. The texture is 512 by 512 and I want to bake to a 2048 by 2048 texture with shadows. But when I do I get a black material result with no color info.
It depends on what you're baking. If you're baking AO, lighting, etc; each pixel will have a different color. That would mean that all repeating areas would have the same values.
Thanks for the help guys! I got the baking to work with a repeated texture. The only way it works for me is by not doing multiple bake sets or pieces, just one at a time with no override of current material. I still haven't found a way to bake raytrace shadows to a separate texture map though....
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