Texture baking

mick1960

Resource contributor
#21
This one?

This afternoon I was starting with the tutorial and the first thing I did was a mesh of which I thought would be nice as an example.
The mesh is a RPM gauge and made of 17.051 polygons and 8.818 vertices.

As usual I started with a precise 2d drawing in AutoSketch:



The DXF which I imported in Max



The mesh without textures (high-res: http://imageshack.us/photo/my-images/155/rpm01.jpg/ )




The mesh with some simple textures (high-res: http://imageshack.us/photo/my-images/339/rpm03.jpg/ )



And the mesh rendered in top view (high-res: http://imageshack.us/photo/my-images/593/rpm04.jpg/ )

If you know a better example, let me know. Otherwise I will take this one...

Mick!
 
#22
Hi Mike, a question that maybe nto have nothing to do with the thread, how you deal with the Dxf once is loaded in Max. how you get the 3d objets, just coriousity as always, only extusions could be ?. thanks
 

mick1960

Resource contributor
#23
[...]how you deal with the Dxf once is loaded in Max?
Hello!

It's quite easy. First I do a sketch with AutoSketch. Alternatively you can use any 2d program which can export AutoCad 2000 DXF files or higher.


Picture 1: A sketch for a instrument panel (fantasy sizes!)

In Max I import the DXF with the following options:

Picture 2: Max DXF import settings



Picture 3: Step by step from 2d to 3d

Normally I do sketches in groups where all parts belong together.
1. Take care, that the entities are from the type editable spline.
2. Give one entity a reasonable name.
3. Attach all other entities to the named one.

Then I rotate the objekt as needed and use the extrude modifier, delete all unnecessary polygons, smooth, resetXform, collapse, center pivot, align pivot and finished:


Picture 4: The panel.

Mick!

Edit: It is important that in the 2d program all entities which shall be extruded have to be from the type irregular polygon. Means they have to be closed. Lines can be used but they have to be transferred from 2d to 3d by using in the modify panel the rendering settings.
 
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mick1960

Resource contributor
#25
Texure results

Hello!

From the above indicated rendering process here the results. These all are pure textures which can be applied on one single plane:

1. The original rendering resolution of 1024x1024:


2. Reduced to 512x512


3. 256x256


4. 128x128


On all images I applied the sharpen action which I lately uploaded at the tools section.

Now I have to find some time to write the tuorial :)

Mick!
 

jtanabodee

Resource contributor
#26
Hi Mick,
Actually, I have done a tutorial about texture baking in the past.
http://www.fsdeveloper.com/forum/showthread.php?t=135263&highlight=texture+baking We have been discussed about this sometime ago.

There are differences between airplane modelling and scenery modelling.

Aircraft don't use repeat texture often but the building usually use a lot.
Aircraft don't use cast shadow since the aircraft always moves. So the shadow moves. And the game engine can cast shadow without so much difficult. Nevertheless, some parts require shadow in texture such as fuselage under the wing.

The buildings have a lot of structures, it can cast shadow but sometime the shadow can see though another buildings. So, the shadow casting by texture baking is preferred. Although it does look weird because it does not change with time, but it save a lot of frame rate there.

I think your tutorial will be benefit to all of us in different ways. Keep doing that. Looking forward for your tutorial.
I hope more people will discuss about this topic.
Regards,
Tic
 
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mick1960

Resource contributor
#28
Sorry guys,

some private issues preventing me from working on the tutorial.
It might take some time, before I can start with it.

Mick!
 
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