[Bf-gamedev] Texture Baking Maps - Proposal

Aubrey Serr aubrey at wolfire.com
Thu Oct 31 19:28:23 CET 2013


The mockup looks good to me -- the only thing I would add is that sometimes
you want multiple high-poly meshes, although usually that can be sorted out
(merged to a single object) before the bake, so it's not critical. I
noticed that there are no ray settings like in xNormal. I don't usually
mess with the raycast settings, especially if I'm using a cage, and a lot
of other software seems to have default settings that basically "just work"
-- so hopefully that is what blender will have :)

wrt Dalai's comment about previewing -- for game assets I preview/check in
the target engine

-Aubrey


On Thu, Oct 31, 2013 at 11:01 AM, Dalai Felinto <dfelinto at gmail.com> wrote:

> Hi Andy,
>
> Keep in mind that the proposal was drafted to make it simple to re-bake
> the same maps for the same (or different) object(s). So before getting to
> the specifics it would be nice to see a 'show of hands' on whether this
> would bring benefits.
>
> Now for the specifics:
>
> > Having the per object presets for baking isnt really needed as you would
> generally want all the maps to have exactly the same settings for margin,
> AA and use the same cages etc.
>
> If people don't need that control per-object, then sure. It would make
> things simpler. The advantage of having this per-map is that you can easily
> create multiple maps for the same type (e.g., Normal) and compare
>
> > The workflow I would expect is that the user selects objects as they do
> now (HP then LP), select the maps they want to bake, the size of the maps
> etc. and then hit bake with the only difference to now is that they have
> multiple maps selected which Blender would automatically create with the
> appropriate suffixes.
>
> * Do you always use the same UV Map for all the maps you are baking?
>
> * Your propose implies that all the maps are exported externally, which
> may not fit so well in Blender design in my opinion. Ideally you want to
> bake the maps and preview if they look good in Blender. That's why we
> propose to select an Image Datablock for each map.
>
> Cheers,
> Dalai
>
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