Now
were ready to bake the current texture
and paint more details to it in photoshop,
if your having trouble with baking the
texture make sure to take a quick look
at the reference files for 3d max, open
the render to texture feature in the
rendering menu, add the diffuse map,
change the channel to channel 1 because
that's were all of the unwrapping information
is in but the size on the image depends
on you, think about how much space will
the leaf take of the screen when you
make your final render, if its going
to take about an area of 512x512 in
your final render than you can make
the size of the texture 1024x1024 to
make sure none of the areas look blurry
and to maintain a rather high level
of detail in the textures, if your render
is going to be much higher resolution
and the leaf might use 1024x1024 pixels
in the image than you might want to
go as high as 2048x2048 but before you
click render make sure your output file
is a tga because it will have a transparent
background we wont have to worry about
separating the leaf with selection tools,
I would recommend using 2048x2048 because
that's the resolution I'm going to be
using and in the painting sections I
might give brush specifications that
are the accurate pixel size for my canvas
but might be smaller if you use a higher
resolution image or the brush might
be too big if you use a lower resolution
image.
Before
we start baking we need to make the
material self illuminated otherwise
you will see that some parts of the
leaf may have highlights and other portions
will be in shadow and that's not what
we want for our baked texture, a quick
way to do that is to add an output map
the self illumination channel. Right
now if you bake the texture you will
see that the vain of the leaf does not
show up, a quick way to go over this
is to bake another texture but this
time with wireframe checked in the material
basic parameters in the material editor,
baking a wireframe will also help remind
us the exact position of certain details
in the leaf when painting in photoshop,
now disable mesh smooth in the leaf's
modify panel and start baking the textures.
Here's a screen of the baked color map
and the baked wireframe map that we
will use as reference in future sections.