![]() ![]() ![]() 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. The latter option is used for modern games to make models seem realistic.Fastest way to make whole-scene prebaked textures? The former option is used for older games and isn't used much in recent games where dynamic shadows are popular. In the second case you're baking soft, fairly spread out lighting into an object which is going to be moving around, and may well be dynamically lit (including having real-time shadows rendered into it). In the first case you're essentially baking quite harsh, directional lighting into a piece of terrain which isn't going to move around (much). The other odd thing is that you're baking a pool ball, which is likely to move around and look wrong (with static shadows burned into it.) For games there's two distinct uses for baking (that I know of, there are probably others):ġ) Producing shadow detail for terrains or buildings - stuff that doesn't move aroundĢ) To bake more realistic lighting into models to be used in addition to dynamic lighting. I think if you're trying to make a useful tutorial it's worth showing how to merge multiple objects using "import children" so that a complex mesh can have a single baked color / light map. ![]()
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