do a render (F12) and save the new image, I recommend you to use TGA.in the Scene tab in the property panel, change the Color Management setting to Filmic instead of Default and you can eventually adjust the contrast in the Look setting by default it's set to None (does the same as Base Contrast).change your render resolution to match your image, don't forget to set the percentage to 100 %.import the image in the compositor and plug it to the Composite node.assign the texture for every shaders used by the baked mesh, make sure it's the active image by selecting it if you have multiple textures.you must first create an image using 32 bit Float, this will allow to save values higher than 1 (this is the most important part, if you don't create the image correctly you will need to rebake everything).unfold the UVs, you can do a Smart UV Project if it is an interior bake with a margin of 0.05 to hide the seams.Color texture and normal map can be used but you will loose their quality for your materials use the Diffuse and Emissive shaders only, the materials should not have reflections.check if the normals are correct, to bake an interior scene the faces need to be oriented inward.You can't bake directly with Filmic but you can composite the texture baked.
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