png, depending on the engine you're using. 09b This is the final result: remember to save the picture in a known place the format can be. Last but not least, we choose the size of our texture, and in this case 512x512 is enough for us (Fig.09a - b).įig. In Channel 2, where all faces have one part in the texture, we click the Add button and select CompleteMap. 08b The next step is to open the Render to Texture window, found in Rendering in the tab "Mapping Coordinates" we'll change the Object option to Use existing channel, and we'll select Channel 2 to make the texture rendering be distributed in the same way as our map. 08a We should now have this result (Fig.08b).įig. 07 Inside the UVWs dialogue, we click on the face selection mode to activate the option: "Mapping > Flatten Mapping" Inside the dialogue we put the following values (it is very important to remember all settings used!) (Fig.08a).įig. Let's go to the Channels option and change the values to Channel 2. Then we click on Edit to open up the dialogue, Edit UVWs (Fig.07).įig. 06 Now, our object is only one, so the next thing to do is to apply a "UVW unwrap" modifier. Select the "Match Material IDs to Material" option and this will make our object have 2 different materials in a single mesh (Fig.06).įig. 05 Click on Attach and select the plane to join both objects. So, right-click on the teapot, Convert and Convert to edit poly (Fig.05).įig. What we need to do now is to join both elements into a single object, without losing their materials. Okay, so I am pleased with the result - now comes the hard part! Before starting, 3ds Max uses channels at the time to make UV Maps default textures are always set in Channel 1. Before baking the illumination into a texture we must make renders, because the final render appearance will be the same as it will be when baking the textures (Fig.04a - c). The next step was to put an Omni light with "Vray shadows", activating the "area Shadow" option. In my case I used V-Ray, and activated illumination global in the Renderer options, along with the GI environment option (skylight) (Fig.03). This part of the tutorial depends on what result you're looking for, because this step is about giving illumination to the model. I applied a brick material to the plane and a metal material to the teapot (Fig. The way of working the scene first is the same as if we are about to start work on any new scene I downloaded 2 images from, which is an excellent site for finding textures. Shadows in videogame engines are a very expensive process however, if we bake the Global Illumination of an object in a texture then we can help out the engine and we can show better quality graphics! I will use a 3 segmented teapot as a model it's a low polygon model for videogames, so we'll stick to that rule for this tutorial (Fig.01). This is used mainly to import models to real-time 3D engines where objects have to be rendered at least 60 times per second.
#Unwrella bake uvws how to#
Hello and welcome to this exercise about how to bake Global Illumination into just one texture.