![]() ![]() ![]() In practice this means baking a normal map for example, renders structural data from a high resolution mesh to a textured low resolution version of the same object, the process essentially transferring or converting object specific data relative to itself. In the worst case, there's really nothing preventing you from doing the baking yourself in your own engine.There are two basic approaches to Texture Baking in that maps are rendered relative to 1) Objects or 2) Scenes. This is a shame since without baking the C3D -> Unity workflow is totally seamless (and you could easily engineer something similar yourself by getting C3D to convert its files to FBX via the command line - I assume Martin will provide the details on request). But I have to go back one step if I need to make changes - and there's no real way around that. The real problem in my experience is that baking is - again as you've surmised - not a very automatable part of a workflow, so in general I would keep a model in its pre-baked state as the "final" model, then do the steps necessary to bake it and save that as the "final final" model, bake, and then that's the game object. Unless your models are cubes, the texture baking part of it is NOT going to be the bottleneck. The tough part with baking is almost always going to be modeling, texturing, and UV-mapping. The restriction on only converting one object to an editable mesh is hardly bothersome since almost any non-trivial object in a scene will already be editable. You are pretty much correct in everything you say, however it's quite easy to combine meshes so that, for example, an entire game level is converted into a single mesh. (And C3D, unlike many other packages) supports dual UV sets per object.) Just going through the tutorials on how to bake a scene in Lightwave or Blender will make your eyes glaze over. In general, object baking (in other 3d programs too) is not very much fun to do. I therefore claim no real experience of modelling or modelling packages, and may still be missing obvious solution or trying to fight the user interface rather than just figuring out how to work with it. I'm actually a really awful artist and the basic castle model in the video is probably the single most artistic thing I've ever done. (4) the 'Import Children' tool is not available in Javascript.Īssuming all those assertions are true, is it correct to say that probably the most optimal way to automate the light map generation task would be to write a script that saves the document out to an obj (which seems to convert all objects to polygons), issue a system tool to execute some command or another that can parse the OBJ and kill all the 'g ' lines (assuming for argument's sake that I want a single light map for the entire scene though smarter methods could be applied), have the result OBJ opened so that all objects are collapsed to a single object, then manually set up the baking parameters I want and bake? (3) texture baking is exclusively a per-object function (eg, you cannot say "I want to pre-bake a single texture to cover objects X, Y and Z") and (2) there is no Javascript interface for converting objects to polygons (1) you may convert only exactly one object at a time to polygons (eg, multiple selecting objects via the object browser and selecting 'make editable' will convert only the first selected) Can anyone tell me if I'm correct about the following assertions? So far it seems like this is going to be a labour intensive way to proceed. Quick youtube video of efforts to date (the target device is an iPhone, hence the relatively low quality video that features quite a lot of my finger). I want to model in Cheetah 3d, have it prebake light maps and get the various bits of geometry (with object names preserved) into my code where an ambient map will be multiplied into the light map on the GPU as memory constraints mean that the light map will likely be of a quite low resolution. I'm experimenting with Cheetah as part of a game-oriented workflow. I'm pretty sure I'm up to speed on the things I'm about to talk about, but don't spare my feelings if I'm not. Fastest way to make whole-scene prebaked textures?
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