The menu detects if the selected mesh already has a Projection modifier set. If none is detected, the Projected From setting might need to be adjusted based on whether or not another mesh is going to be used for the texture bake. In general, it’s better to start with lowered settings to get quicker results. Tweak where necessary and once the desired results are achieved, change back to the desired final map settings - texture size, padding, etc. Select all maps and start tweaking. Use 512 from the Image Size drop-down menu for now. Keep the Padding and Bg as they are, although they can be adjusted if needed. In some specific cases, the UV Channel may need to be specified. However, here let’s keep its default values. Also add the currently used image size as a suffix to the File Name to keep things organized, e.g. Volleyball_VRayDiffuseFilterMap_512. Choose a File Type from the drop-down menu. For this tutorial, we choose PNG. In our case, set the Output To option to Duplicate Original Material and set the maps accordingly: VRayDiffuseFilterMap - Diffuse, VRayMtlReflectGlossinessBake - Reflection Glossiness, VRayBumpNormalsMap - Bump. Create New Material option can be used if we want a different material, and Files Only - if used straight a different software. Also set an Output Path where the baked textures are going to be saved. Leave the Apply color mapping unchecked. Otherwise, you need to use Overrides. |
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