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Baking GI Shadows into a Single Texture

By Lune Cheetah
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Date Added: 9th December 2009
Software used:
3ds Max

529_tid_09b.jpg
Fig. 09b

This is the final result: remember to save the picture in a known place; the format can be .jpg, .tga or .png, depending on the engine you're using.

The next thing to do is to go back to the UVW unwrap options, change to Channel 1 and apply 'Flatten Mapping' again, with the same settings as for the first time. This way we'll have the same map but now on Channel 1, which is colour (Fig.09c).

529_tid_09c.jpg
Fig. 09c


Next we'll create a material with a bitmap of the image we've just rendered, in diffuse color with a value of 100 in self illumination. Apply the material to our model and "Presto!” we have a texture with global illumination in it (Fig.10).

529_tid_10.jpg
Fig. 10

I hope that this tutorial has been useful to you. I'm making a webpage where I will soon upload my best works, so if you liked the tutorial please visit my webpage, too: The Kitten Factory – http://www.thekittenfactory.com


 
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