Exporting textures with lighting (texture baking)

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Exporting textures with lighting (texture baking) // Archive: Tech Forum

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Post by FredFredrickson // Dec 8, 2006, 11:59am

FredFredrickson
Total Posts: 1
Hi all, I have been a Truespace user for a long time now (started with TS S/E, then moved up to 5 a few years ago), and 5 has pretty much everything I currently need for my work. I recently began making some models for a game I am working on, and though I usually have to run my models through a few different converters to get them to the point I want, everything works great.


I want to add a little extra pizazz to my textures, which I usually create in Photoshop, after creating a UV map for my model in UVMapper. I've heard about texture baking in other programs, and the results I have seen are great! I understand that TS5 does not support this, but was wondering if anyone knows of any external applications / plug-ins I might be able to use to do this? Preferably, I am looking for something that is free / cheap, but any suggestion is welcome. Thanks!

Post by prodigy // Dec 9, 2006, 3:28pm

prodigy
Total Posts: 3029
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I think you want to much!! jejejeje


And a cheap option i think its TS6.6 very stable version... My recomendation is upgrade to TS6.6 and if you are TS5 user maybe have a special price..


Best Regards...

Post by parva // Dec 10, 2006, 12:22am

parva
Total Posts: 822
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I've heard about texture baking in other programs, and the results I have seen are great! I understand that TS5 does not support this, but was wondering if anyone knows of any external applications / plug-ins I might be able to use to do this?


I don't know free or cheap programs which can do that. Some modelers (SILO2) will/can do bake the depth information to normal/depth maps. But texture baking from color, diffuse, reflection etc. is, as far as I know, just possible in mid or high end programs like Max, Maya etc.. Lightwave maybe a good price solution or Softimage which use like Max/Maya the Mental Ray Renderer and can also texture baking.

Post by nowherebrain // Dec 21, 2006, 3:33pm

nowherebrain
Total Posts: 1062
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The newest version, or soon to be released ver. , of blender has some pretty good baking and awesome uv tools. it is free too. I use it alongside ts all the time.

Post by jamesmc // Dec 21, 2006, 5:32pm

jamesmc
Total Posts: 2566
I thought it was included with tS66. This is from the help file:


The texture from illumination (aka “texture baking”) functionality allows you to convert extensive illumination effects (such as those found in radiosity solutions and/or renderings with the use of spot/projector light sources) into textures, which can be applied to the objects to reproduce the look in real-time rendering engines (including trueSpace itself). It is best used for objects that have relatively few polygons, like the floor and walls of a room; objects with high polygon counts require a large number of computations and may cause problems.


and texture baking GameSpace from Caligari Website:


I assume both are the same.


Don't have any idea if they work like Blender's as it goes through a script thru the UV mechanism.

Post by Chester Desmond // Dec 21, 2006, 6:51pm

Chester Desmond
Total Posts: 323
And a cheap option i think its TS6.6 very stable version... My recomendation is upgrade to TS6.6 and if you are TS5 user maybe have a special price..



I agree..I did this awhile back and got a hell of a deal.

6.6 is a good step up from 5 in features, and the learning curve from 5 is very low. Texture baking is there but I haven't got to that yet :cool:

Post by TomG // Dec 26, 2006, 5:02am

TomG
Total Posts: 3397
The texture baking in tS and gS is great for real-time previews inside tS and gS.


However, it bakes one texture (ie one image file) per polygon. This is unusable for games for example (where you still need one or maybe two image files mapped over the whole surface).


So texture baking is there, but not a viable option for use outside of tS / gS realtime views (not viable for export to games or other realtime 3D).


HTH!

Tom
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