[...]but I don't know why we have to rearrange the uvmapping in the editor again, when the uvmapping is suposed be fine already.[...]
Hello!
I am glad, that it might be useful for some of you!
About your question. There are countless ways to reach a goal. This is my way of working. If I create an asset it is made of several objects (entities) on which I apply the best possible textures. Sometimes I use more than 30 separate textures (mostly seamless textures) on one asset to make it look as real as possible. But this you can not use as the final object.
The idea of
texture baking/render to texture is to get one single texture file in the end. So all objects have to be attached to each other, they will keep their mapping. Maybe the smoothing has to be corrected.
Then I start the
render to texture according to the tutorial. There I forget to mention, that
render to file only has to be ticked!
Now if needed the parts of the object which have for example to be animated or saved as seperate mesh can be detached again with out loosing they mapping.
So in the end all parts of the mesh uses one texture only.
As you can see, this process can only be done if
absolute everything is ready, except animation maybe.
About the skylight. You can not see any major effect in the Max editor window, except you have Max2012, you are using the Nitrous screen driver and have chosen the
realistic view option.
But on the rendered texture you can see it very well. And don't misunderstand me, I do not talk about hard shadows thrown by the sun, but very soft diffuse shadows you can see on every structure even in the most diffuse light. That you call
ambient occlusion.
If I can be of further assistance, please let me know. I get my knowledge, beside countless try and errors, from many other very good content creators, so I am always willing to share it with others...
Mick!