In the picture it is Box002.īelow Output rollup press Add… button and select DiffuseMap in popup which appeared. It automatically adds the selected object to the Objects to Bake list. It opens the Render To Texture settings as you can see below. Hotkey is “0” by default in 3Ds Max 2014. This step is important because we need to make sure there must be no overlap.Īfter packing the UV’s correctly, the scene is ready to bake. Press “Render To Texture” below “Rendering” menu. Then I arrange their UV’s by adding Unwrap UVW modifier as you can see below. Even in AAA games, the static lights are commonly used to maximize the performance.įor this tutorial I created this simple scene which contains two boxes and a ground. After we use this baked texture on the objects, we do not need to create a light source in the scene. I will explain how to bake the lights to create static lights in this post.īasically the static lighting is to create a texture map for objects or environment by baking the effect of the light source on this objects. There are various ways to avoid this problem like reducing the poligons, reducing the particle effects details, creating level of detail(LOD) or creating static lights. While making a game, optimisation is one of the most important things that the studio must care.
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