Some help understanding baking and texturing
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Hello guys, it is my first post here I think. I've recently joined a few fellows in a quest to develop a small indie game (Viking Themed) and I never had experience with modeling or texturing for games. So my first model was a small house as we were trying to export it into Unity to see how the flow works (and if it works). I found out that I would need to make PBR materials and bake them, and that is ALL new to me. So I read about it for a few days, ran a few tests and got it done, I made all the textures for my house in Substance Designer, exported the textures and used them in 3DS Max only to bake them into a single map/maps.
After all I am asking myself (and now the forums), what is exactly the workflow all about? Which textures or maps are required to be exported and the main question: why did I spend so much time and effort creating substances and procedural maps each one with different height, ambient occlusion and normal maps if in the end I have to bake all of them into ONE? Now how do I maintain the properties I set for wood, and rattan, and metal, if they are now all into one big chunk and messy baked map?