How do I bake "light maps" on blender?Like the pic related.
light maps aren't used anymore.nowdays every game engine have a standard shader with diffuse/specular and realtime lightsyou would need this if either:1.your engine dosen't support realtime lights or isn't capable of having a specular shader2.you need your game to work on a casio calculator or some shit like that and you save every bit of performance possible3.you have a large animated scene and you want bake some elements so it will render faster
however what you are refering to lightmap can might be an old version of specular mappic related. you can do specular maps in blender or 3ds
>>564685>>564686Yeah by far this style of shading is the one that is more similar to what I want it to look like. All other bakes I make get too influenced by light position, AO map looks too dead and this one has this "shine" that spreads evenly around the mesh. I really want to know how it's done, even if it's obsolete... The specular example you posted looks good, but too flat if it makes sense
>>564685most if not all popular game engines support lightmaps, fuckfacehave you ever heard of something called a "cell phone"?
>>564685I would like to hear more about these diffuse/specular maps. Can you provide some examples of the workflow as well as modern engines that use it?
>>564693Not that guy but how new are you at this thing?Never done texturing before?If so there is stupid question thread in the catalog.
>>564689those are not the same lightmaps as in UE4UE4 automatically bakes the lightning based on your UV map. OP is asking to bake a lightmap which doesn't have a shader output, but specular maps does have a shader output (most of the time)>>564693just google it, its common knowledge. diffuse represents the albedo/color and specular represents the shine >>564688the output color is determined by some factor in the baking settings which i don't remember
>>564688here is the answerhttps://blender.stackexchange.com/questions/77264/how-can-i-bake-a-lightmap-and-use-it-in-blender-game-engine/77265hope you don't get bamboozled by it
>>564698you can't import them from blender in ue4 but you can unwrap a separate UV channel to let the engine use lightmapping"light maps aren't used anymore" is a retarded statement and you know it
>>564703okay so i made a lightmap in blender.i use a point light to transfer light to my object, here are my settings.and yeah i was retarded. but people that say you need 2 UV channels are too. i only did it with 1
>>564668How you break the boot down like that OP?Just a whole lotta practice?
>>564713Pick Lucio and press Q
>>564713mark more seams
>>564713this is afucking stripper shoe... not a fucking rocketif you won't make it in 2 tries, you should stop and find other hobby
>>564713I didn't make that. But you can mark seams anywhere you want to cut your mesh... then unwrap to build your UV map and rearrange it around anywhere you want on the pic. But yeah, I guess practcing will make UV unwrapping easier and make more sense after a while.
>>564704what? nobody said that. the other UV channel is for textures or AO or whatever you want
>>564668how is this texture done?
>>565320>go to cycles engine>make sure you have some light affecting your model (like a point light for example)>create a new empty texture>go to node editor, load up the texture and select it>go to bake and select diffuse, have only direct and indirect selected>hit bake.by the way im not even sure that what op posted is a lightmap