Hello,
I apologize if this question has been answered, I have not found specifically something that really helps.
I am just returning to SL from long break and learning some of the newer features.
I have recently begun working in 3ds Max and trying to bake textures to import with lighting and shadows into Second life for my oraganic models (tree, rocks, mountain, coral reef, etc)
Here is how the texture looks when mapped in max:
http://img501.imageshack.us/img501/6829/3dslightingontreeri4.jpg
Here is the texture when rendered using basic mental ray daylight into texture:
http://img501.imageshack.us/img501/8441/trunksculpwinddm5.jpg
But then when it is mapped on the model in SL there are alpha slices in the bark and I have to stretch texture more than it is 3ds for it to fit:
http://img134.imageshack.us/img134/3363/maxtreetextureinslrz7.jpg
Other than going into Photoshop, changing alpha and clone stamping areas to fill the alpha transparency gap, I am unsure how to fix this problem with just 3ds Max rendering and then importing to SL. I am not experienced with lighting baking textures and I am reading up on that now in 3ds Max bible.
If any experienced texture bakers have ideas or input I would greatly appreciate it.
I am thinking someone may perhaps see this pics and know what I would need to adjust in the Render to Texture parameters.
Also if the consensus is that rendering to texture is easier in maya than max i can switch as well.