Hello @Anonymous ,
5000 x 5000 is a weird resolution, power of 2 is typical, such as 4096 or 8192. I don't know if that might have a negative effect in Forge... it might. Also, at high resolutions you might have to check the texture in your final application or press render to see the actual texture result. (Or update your viewport texture res in Viewport Configuration -> Display Performance.)
I'm not sure if there is a tutorial specifically for baking between channels, but the process is simple. I can type it out in a few steps:
1) Make sure your CH1 uv's are collapsed into the model. For good measure, put an unwrap on the model and Save out the current UV's into a file using the Save UV's function.
2) Create a CH2 in the Unwrap UVW modifer by changing the channel to 2 in the Channel rollout, and select "Abandon UV's". Lay out your CH2 Uv's as you want them within the unwrap window while in CH2, making sure none of them overlap. (If you accidentally laid out the new uvs on Channel 1, no biggie... just save the UVs out again but name them Channel 2, then load them into Channel 2 in the unwrap. Then collapse, and load the original channel 1 uvs into channel 1 on a new unwrap modifier.)
3) Then collapse the unwrap into the model. Now both Ch1 and Ch2 are collapsed into the model.
4) Go to your Render to Texture, and under "Mapping Coordinates", select "use existing" and use "Ch2". Now when you bake, it'll bake the textures of channel 1 into channel 2.
I use this all the time when I need a clean projection from one angle onto the uvs for another. For example: to get a good projection of maple leaf onto this guy from the front and baking it onto his regular texture uv's which matched a bunch of other characters. Meaning, I didn't have to re-uv him and repaint all the muscles, I just baked the leaf from a planar projection 'front' onto his already laid out uvs, color it, and put it on multiply in photoshop. Cake!
Best Regards,
Alfred (AJ) DeFlaminis
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