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Help with Baked textures

Neochan Adder
Registered User
Join date: 18 Jan 2009
Posts: 8
01-20-2010 09:40
I often buy full perm sculpt packs and I recieve Baked textures or a shadow textures. Please tell me what exactly can I do with those baked textures? My idea is (call me crazy XD) putting the baked textures in photoshop and put another fabric texture layer above with blend mode. It works sometimes with simple models but with comples models the textures dont seem to align right, they're distorted :(. Please help me or show me the right way to research about it. I would deeply appreciate that :)... Thanks~~~^^
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
01-20-2010 11:20
From: Neochan Adder
I often buy full perm sculpt packs and I recieve Baked textures or a shadow textures. Please tell me what exactly can I do with those baked textures? My idea is (call me crazy XD) putting the baked textures in photoshop and put another fabric texture layer above with blend mode. It works sometimes with simple models but with comples models the textures dont seem to align right, they're distorted :(. Please help me or show me the right way to research about it. I would deeply appreciate that :)... Thanks~~~^^


Your best bet is to download Blender, download the Primstar plugin (which allows you to load, save and create sculpties). At that point, you can import the sculpty into Blender, and use Blender (or a a combination of Photoshop to create a base image and Blender) to load textures into Blender, and apply the texture to the object there. Once the texture is applied to the object, you bake the texture there in Blender and voila, a perfectly baked texture for that object. At that point, save out the texture and upload to SL and apply. done.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-20-2010 14:16
The reason the textures were baked in the first place is because sculpties tend to be bent, twisted, stretched, and otherwise distorted in so many convoluted ways, it's usually quite difficult to paint textures for them by hand.

The reason your cloth doesn't look right is because the pixel density across the sculpty surface is not uniform, relative to the actual measurements of the surface geometry. One section of the sculpty might have just a few polygons in it, which translates to just a small area of the texture canvas, while another part of the sculpty that appears about the same size might have a disproportionately high number of polys, thus occupying a large portion of the texture canvas. Apply a uniform texture to that, like your swatch of cloth, and the fibers will appear stretched out in the low-density areas, and squished up in the high-density areas.

To solve the problem, you've basically got two options:

1. Counter-distort the image in Photoshop, so that when it distorts as it wraps around the model, it will appear to even out. This can be quite labor-intensive, and requires a deep understanding of how the image wraps around the surface.

-OR-

2. Project the image evenly onto the surface in a full-featured 3D modeling/rendering program like Maya, Max, or Blender, and then render the result back out onto an unwrapped flat canvas. This is the process we typically refer to as "baking".

Both processes require you to think about imagery in a way you probably aren't used to. It's likely to be uncomfortable at first. But I promise it does click after a bit, and then you kind of instinctively know what to do.

If you don't want to spend money, then I'd suggest you do as Johan recommended. Use Blender. It's free, and very powerful. It's got a steep learning curve, but luckily Gaia Clary and the Machinimatrix team have put together some really great tutorial videos, which make it a whole lot easier.

If you've got money to invest into this, and you're serious enough about it to justify the cost, there's no better platform in existence for texture baking than Maya with the Turtle renderer. Be prepared to spend some bucks if you want to go this route. Maya is currently $3495, and Turtle is $1499. Obviously, this limits the user base to professionals and some VERY dedicated hobbyists.

If you've got the money for Maya and Turtle, they're worth every penny, and then some. But if not, go with Blender. There are lots of other options as well, of course, at all price levels. But Blender will do more for you than most, and it's got the best price there is, free.
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Neochan Adder
Registered User
Join date: 18 Jan 2009
Posts: 8
01-22-2010 19:57
Thanks guys for the methods, i'll try my best ~~ :)