Baked textures doesn't wrap around model correctly?

Baked textures doesn't wrap around model correctly?

launchKeyframe
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Message 1 of 14

Baked textures doesn't wrap around model correctly?

launchKeyframe
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Participant

I'm trying to import meshes into a game, I believe you cannot import the shaders / materials of a mesh into any game engine without having to bake them into a file first?

I think baking is used to make a lower poly model look better than it actually is, but I'm trying to bake the textures onto a duplicate of the same exact mesh.

It renders the map and seems to be in the correct spaces, but the mesh ends up black and the rest of the colours are just scattered on a line on one side of the mesh.

I tried editing the UV mapping so the faces that have different colours can be separate from each other but it hasn't worked for me, what exactly am I doing wrong? Does this usually happen?

 

Some examples:

ex1.png

 ex2.PNG

This one I redid the uv wrapping and unfolded each part and relayered it,

it matched a few faces but the colours were wrong anyways.ex3.PNG

 

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Replies (13)
Message 2 of 14

mspeer
Consultant
Consultant

Hi!

Baking is only required if you want to bake the lighting or any other information from the render process. To transfer only color information no baking should be required (if you are already using a texture).

For Baking to work correct you need unique UVs, so there should be no overlapping UVs.

 

For further help, please provide a scene-file.

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Message 3 of 14

launchKeyframe
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Hi, I'm just trying to bake Maya materials (blinn, lambert, etc) into maps, there are no imported textures being used.

I included the scene for the bowling pin

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Message 4 of 14

launchKeyframe
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Just gonna reply to your comment in case replying to my comment doesn't notify you.

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Message 5 of 14

mspeer
Consultant
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Accepted solution

Hi!

 

Based on your scene I guess you use "Transfer Maps".

The problem is that both objects neither match world space nor object space.

I recommend to move "pSphere4" by 12 and then use World Space (default setting).

 

However I don't understand why you don't simply create the texture in an image application, you just need an image with 2 colors.

texuv.gif

 

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Message 6 of 14

launchKeyframe
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Hi, I just figured that it would be more simpler to use shaders and bake them but it just doesn't seem to work even if I have them in the same location, I'll just use textures from now on as you said.

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Message 7 of 14

mspeer
Consultant
Consultant

Hi!

You could provide some screenshots or a screencast showing your workflow and settings, cause here it works, I tested it, but directly creating the textures and then simply assigning the UVs to the right colors is much more easy for this type of texturing..

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Message 8 of 14

launchKeyframe
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Sorry! I had forgotten to hit reply multiple times as I got distracted doing other things,


Does it bake the textures on the bowling pin at the exact locations the colours are at?

When I put both bowling pins at the origin point, the target does bake onto the entire bowling pin, but for some reason most of it is some sort of washed out pink.

Do you want the transfer map settings? I've been messing around with them but even with the default settings it causes a similar bake.

1.PNG

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Message 9 of 14

mspeer
Consultant
Consultant

Hi!

Please provide a new scene where the objects are already correct positioned.

When you try the default settings, please increase the Map width and Map height in the Maya Common Output settings to 2048 as the default resolution may not be high enough.

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Message 10 of 14

launchKeyframe
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I did as what you have said, new workspace, 2048px,

It works a lot better now but there is still some fluctuation on the red.


2.PNG3.PNG4 uv space.PNG

 

 

 

 

 

 

I probably will just add texture for future items instead of baking non-textured materials from now on, probably a better solution either way.

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Message 11 of 14

mspeer
Consultant
Consultant

Hi!

There is no new scene attached, so I can't check it.

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Message 12 of 14

launchKeyframe
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Participant

Hello!
in the case of the sword, I tried the same way as you mentioned, though in the same scene,

It actually baked properly.

I guess something was wrong with the bowling pins. I sent the scene for the pins

tanto.PNG

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Message 13 of 14

mspeer
Consultant
Consultant

Hi!

 

The pins are now at the same world position, but you changed the UVs on the destination pin and they are now overlapping and no longer unique.

You need to change the UV mapping, even a simple UV map like from "Automatic" should work.

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Message 14 of 14

launchKeyframe
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Oops, my bad. I forgot I did that! I didn't check for the uv wrapping that time.

This time it baked in the proper intent, thank you for your help!

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